thanks for the answer! and I understand your point..I am of the same opinion but still I would love to have a stereo camera output even if its only to evaluate realtime ldev on assets or playback a turntable or an abc cache of a walkcycle etc without having to necessarily push it to Unreal.
Woah. I like your idea of having side notes in the concept of what props you will make and the materials that will be needed. Looking forward to see the concept converted into 3D. May I ask, is this a realtime 3D project? For example, could I walk around this environment in something like UE4?
Another things I've found is that since mudbox allows you to display and work with bump-maps in realtime (provided you've got UV's on your highpoly mesh) and also since it works with smooth shaded faces, you seldom need to go as high in subdivs as you would have to in Zbrush.
These are characters for an online card game. They will be sitting around a table, the table can be rotated, along with the characters - so they needed to be in 3D. My client liked the playing card graphical style I suggested. Get it now? I sorry to say these are highly un-optimised because they are not realtime. Whatever…
Thanks Ruz. That does work for checking out the different LOD models in the viewport, but I really want to get the viewport to react in realtime to the LOD flip, like it does Maya. The biggest drawback to the LOD "fade" in Max is that it can disrupt the visual effect of the render. Any other thoughts will be appreciated.
They could be finding the world space normals of pixels and placing snow where it would collect in realtime. It wouldnt be the fastest way to do it but it would allow extremely unique and fine snow placement with just a few masks for snow density, so memory usage and artist work would be very low.
I don't think what happened to gears is anything like this. It's quite common for the quality to take a dive before final. I'd like to see how Crysis holds up. It looked absolutely stellar playing realtime (10fps or so) at E3 but no one has a PC that can do that at home.
Seems like a massive pain in the ass to have to rebake for every time you want to try to move/rotate/scale a UV shell no? Would people get some benefit if we made a tool to literally just click n drag on a UV shell and move it around with realtime updates to all the textures?
the same exists for lowpoly models its just named as a "Set" or modular pieces you put together, and likely merge or batch somehow, either in-game with tools or in 3D app Realtime AO effects can be a solution, you can also try baking lighting and using UV2 instead of UV1