Cool stuff Mya, I like the stylization you've accomplished here. It's not too often one gets to see strikingly graphic and minimalistic 3D work like this. Plus: beaten up old robots are awesome. What's this talk of Photoshop filters? This cel-shaded look is pretty easily accomplished in realtime with shaders, no 'shopping…
Yeah, in realtime, if your not careful with your normal maps, you can get some lighting errors there. We call them "cat asses" :) its always a good idea to avoid having a vert with that many edges attached to it. It can be a real "cat-ass-trophy" he heh.. I crack my self up:)
yeah I'm using it mainly for the realtime shader... for presentation purposes. n Thanks for the link, I had no idea there were such mat's for max. Sure if you could explain more that would be nice. also, Ok I just dl'ed the mats from the Peppi's post in that link, how do I go abouts loading it up?
the ao in the diffuse is there because the realtime lighting in a game engine can't simulate less light hitting crevices, so why would specular highlights not be subject to the same compensation for the lack of "correct" lighting? at least thats my reasoning for including it in my specular maps.. tweaked to look good of…
sidestepping a bit..create a NURBS curve and extrude it along the spline. convert the resulting surface into polygons, set the output to count/quads. now don't delete the history. just continue to edit the splines and the polygon surface should update in realtime. so the controls aren't all in one place like in max's way…
jumping in with the hand painted category, working in Blender. Done an initial blockout trying to match the concept, don't think I've quite got hang of camera matching even with using some tools like fspy. Does the Eevee renderer count as a realtime application for the final result or would it best to bring it into Unity…
After what seemed like ages of work with this shader I also believe udk not recognizing the objects as 3D. Would there be any possibility to gain access to the vertex positions of the meshes to create something like a displacement map or a normal map, created in realtime inside the material editor, so we could fake a…
Yeah the dirt is too brown and overall the scene is too saturated. Modelling looks good but the texturing and lighting is letting it down. That gold letterbox is too perfect, and isn't reflecting anything. Is this realtime? Cubemap or reflection vector might help. Wear on the surrounding stone will help, and get rid of…
i think it was very well balanced along all the elements. Ofcourse some things could have looked better but overal this is one of the better realtime cinematics i've seen especially if you consider it's running on a ps3 (or so i think) anyway i believed the message they were bringing across and that's what counts in the end
You are asking the wrong guys since we focus on realtime art, and they are similar, but difference beasts, but this video has an awesome basic overview of what makes up a CG shot. [ame=" https://www.youtube.com/watch?v=N-gNsbL6BmA"]Blizzcon 2011 Diablo 3 - Making of The Black Soulstone Cinematic Panel - YouTube[/ame]