Anything additional to learn on the content creation side, or is it going to be shaders, shaders, shaders? Are more artists going to start learning to program shaders? Could be that we do everything the way we do now, and let the tech take realtime rendering closer to pre-rendered... -edited out that article cos it was…
hey, I just heared about this game planned to be released today in Japan... the fights looks pretty awesome.. http://touch-ds.jp/crv/vol5/player.html?mv=tvcm_3&width=320&height=274 best 3D characters I've seen so far on a DS.. but I wonder if they are realtime... what do you think?
Hi fellow polycounters! I wanted to share my latest work with you. It is a highpoly version of a Warhammer 40K Valkyrie. The Valkyrie is a Vertical Takeoff and Landing (VTOL) airborne assault carrier used primarily by the Imperial Guard as both a gunship and a transport for airborne combat regiments. Realtime model may…
Spent some effort making a mechanimal at the "target aesthetic" for testing how many polys I can actually get away with in realtime. It's poly ready for UVs and rigging so it'll be something actually nice for once. It might be too high poly for the gameplay I'm going for but it'll be a good platform for experimental…
Hello fellow Humans, I´m Daniel Wunderlich. Berlin based designer with focus on realtime 3d applications. For me it´s important to have the bigger picture in mind during the design process. I´m now looking for interesting projects, feedback and interesting people who share the same values. Get to know me!…
Uruk-Hai Real time model 19K Tris Rendered in Marmoset. Future plans: Adding more subtle detail in the normal maps Texturing Rigging for proper posing and animation. Turntable: [ame="https://www.youtube.com/watch?v=lOcVFeTmiGU&feature=share&list=UUFs2_OLPR0DVwrx0riI1o-A"]Uruk-Hai Realtime Character Turntable - YouTube[/ame]
Hi guys. I'm from 3AGAMES.I just finish a work for challenge PBR workflow.modeling in Zbrush and 3dsmax. All texture in substance painter. Thanks for Allegorithmic. Substance painter make my work much more efficient and high quality preview realtime. Here are the final screencapture from Unreal 4. Hope you like.
Hi everyone! I just finished my latest portfolio piece and would like to get some oppinions and feedback. The piece is a realtime Unreal4-scene, original concept, props and materials by me, inspiration for the motive was Simon Stålenhags "Tales from the Loop" Echo-spheres. All of the images can be found in the Artstation…
No, but you have mirrored parts of your mesh. The standard max shaders just don´t display it the same way realtime shaders do. I´ve had this problem many times and flipping the polys or inverting the channel always worked for me. Worked with Max, xNormal and Xoliul shader or 3Point shader.
Done the retopology on everything now. Is my mesh too dense for realtime? If so what areas would you feel I could afford to lose the most polys on. I feel like the tree trunk could probably be lower. Not sure if I should try get it down or move on to UV and textures.