wrong and wrong, but maybe my info is outdated :) unless crytek changed something the artists also have to work a lot to make gi working in "realtime" and unreal may support enlighten, thats true but we are talking about some heavy licensing fees here, and that almost 200k of license fees.
both are not really good to be honest, the first has tons of triangles the second feels like it is constructed from poles. both things you'd try to avoid for sculpting and animation meshes, unless it is for realtime but still - both topologies do not really look good. But i agree to the keep it clean and simple part.
Thanks for big crit on my job :) To be honest end effect will be rendered sprites, so no realtime rendering, but i want to get close to real cell shaded sprite feel and what i got so far feels very 3d. Ill try to make the hair more shell based :)
Thanks :) I will have to use Marmoset to show the realtime renders from here on out. I can't seem to find out a way to have more than one light in xNormal. I'm currently learning Marmoset toolbag, so I'll have some better shots up next update.
Not sure you could really stick the shadows, but Mignola style work would look quite nice in Source, and I do believe that HL2/TF2 are allowed. Kinda lame that we can't just use IBL. Results can be much nicer than a trilight setup imo, at least in realtime.
Zbrush wouldn't be such a bad idea, you could paint your bump map and see the results realtime with the bumpviewer material, don't turn on deform in projection master. It would show up grayscale when you turn it back to the standard material then you could turn it to an alpha, fix seams/export.
hmm, yea i might try gameloft. I'm just going to really work on my texture and low poly skills. I'd do more high poly stuff, but i have an integrated gpu, and an agp 8X motherboard, so i cant render realtime shaders at all anymore.
Sorry im not exactly familiar with where to get shaders and such, I haven't messed alot with rendering, I just wanted a way to view my Normal and AO maps from xnormal Realtime in the MAx viewport, rather than having to only see it in a render. Anyone have a link to a tutorial or guide for this?
When i load 8K textures i can see everything just fine, without slow. But painting, projecting is slow. So i thought my ram or hdd is not enough. If GPU was the issue. In marmoset toolbag or other realtime rendering engine would've slowed down. But it wasn't the issue :P
Hahaha. Ask and you shall receive. Animation Test 1 of Altair character (Character is the property of Ubisoft and the Assassin's Creed Franchise). Character rigged and converted to a non-standard character for use in realtime in iclone. Rendered using IndigoRT iclone plugin [ame]…