i've got a few different pieces from low poly handheld in unity to highpoly fancy shaders in udk, so i'm thinking that should be a good assortment. Just not quite ready to put those up for crits :)
Both SSAO and screen-space reflection have helped me in a recent architectural VR sim done in Unity. Screenshot here http://ericchadwick.com/img/nyc_vr_penthouse2.jpg I bet Unreal has something similar.
Hi,It's been a while, but I am still working. Retopo is done, texturing is going well, I need to work on the shoes a bit more and to do the specular map. Then the glasses and the gun to do. Here is a Unity render.
Even with that ability it's not very accurate unless the input image is polarised. I think there's a tool in Unity called enlighten that's meant to be very good at polarising scanned data like photogrammetry that hasn't been shot in diffused conditions.
I would have to think a UE4 UDK isn't too far away now? They are bound to want to get all the new kismet stuff out there etc with Unity and Cry Engine gaining so much ground.
Decals are nothing new. I remember using them in old Worldcraft/Hammer for Half-Life 1 in the late 90's. It is sad that many of today's game engines don't have that functionality out of the box(Unity).
Honestly, for a realtime engine unity is starting to bring some good features to the table to showcase your art. not nearly to the level of udk or marmoset, but you can still get some really decent results with a little work
if he didnt pay you, i dont think theres anything stopping you from just putting it up on turbosquid or on the unity asset store. you might get atleast some money for your effort.
Bubba as far as I know Metalness is only used by realtime engines such as UE4 and Unity. V-ray does not have (and does not need) metalness. Just input the maps suggested above and you should be good to go! :)
Progress on the house, and got the mesh into Unity. I don't have pro, so no shadows unless I bake a light map (never done this before, or move to UDK when I actually get towards the end.