Or, another idea would be to split the Substance Designer's generated heightmap into two different heightmaps: -One high frequency detail, used to generate the normal map (and eventually the realtime displacement map used with tessellation). -One low frequency, which are more the large shapes of the rock/cliff, used only…
-Edit profile curve with realtime preview -Combine with diffuse bump/emboss for added detail w/slider & preview -Save/load modifier stack -Preview as tessellation/normal map/parallax map with or without diffuse/spec -Batch I'd ask for automatic generation of ao and spec but that is getting a little out of scope.
You can also put in some variations in your specular map to achieve a slight dirty look. Just blend in a tilable concrete texture with a low contrast :) . Unreal and Unity are good in rendering Reflections in Realtime, so if these are your target engines you could get good results when using a cubemap.
Pursuit by Paulo Patez For this scene, I wanted to take a FPS aproach and test dynamic flashlights with realtime global illumination. The composition plays with complementary warm and cold color harmonies to create a contrast between peacefulness and fear. Volumetric lights shader by Robert Cupisz. Wake Up Hide Dead End…
This discussion of realtime eye techniques might be helpful - http://www.polycount.com/forum/showthread.php?t=97962 As for tutorials and learning resources, well you've found polycount so that's a big step. Digging through the forums and the wiki here can yield a ton of resources. For tutorial links check out -…
As far as i know there's no options for a detailed realtime hair sim. I'd approach this by doing some fairly broad and simple hair planes then set up a rigged cloth component. I havent used cloth in unity 5 but i've heard its gotten better since 4 (which was mostly unusable)
Hey guys. Thanks for the feedback. Shrike: I totally agree with your critiques. I am working on revising all of that this time around. As follows is a polypaint pass I did in zbrush. Should have a bake to realtime soon and will continue to iterate on texture on the real time model. Feedback is appreciated. Cheers. -ABT
There are a lot of really heavy gradients in the normal map, might not look good with a realtime shader. Your texturing looks pretty good, but I would bake a bit of ambient lighting (use a skylight + light tracer and a ground plane) and add a bit more grunge to the diffuse to ensure that it looks good at all angles.
Hey, saw that last image on fb sometime back, now seeing rest of the enviro really makes me happy, because it's a rarity to see artists do great work in unity. Please do share more info. Realtime GI or baked. And which unity version? and when is the game coming out?
holy shit. there have been like 20 of these posts in the last few months. search the forums for the answer. I garuntee you you can find the answer on the first page of where you posted this. And besides, Polycount is more of a realtime art forum now than a catering service for people that "need" models.