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]
I really liked it haha, but was it realtime or pre rendered? I think its pretty crazy that we cant tell the difference or be 100% certain on this anymore. What an achievement :) although I remember pooping myself when N64 came out haha. I cant wait to see where next gen goes now
I went to Abertay, its an decent course but needs to be used in conjunction with places like Polycount to really understand industry work flow and techniques. I wont get into my issues with them however! http://www.zdaygame.com/index.php - I worked on this MOD for a little while before joining Realtime. Was shaping up…
Finished the TIE fighter! Textured in Quixel Suite, rendered in Redshift - was a great little opportunity to get some experience with offline renderer as opposed to the realtime stuff I usually do. Would love to hear some feedback as I have not done too much hard surface work so far and never used Redshift before.
If you absolutely mustn't spend any money, you could try out Blender's Cycles engine. It's not a realtime renderer like you would see in a game engine (although it does run on an Nvida graphics card if you set it up) and it doesn't follow most of the same conventions as e.g. UE4, but it is physically-based and it is free.
thanks guys. SimonT: your right there are a few errors and i need to rebake some of it. These blemishes will be corrected when I polish it at the end. Here's my first pass diffuse map (basic colors and a few scratches). I'm using the laurens corijn realtime direct X shader. There is no proper spec map or cube map yet.
Seems nice. The example images have a pretty damaged silhouette on the simplified version, but it's scalable and easy to use... played with the sample file a bit in Balancer Lite and found it satisfactory. Would be neat to plug this sort of mesh reduction into a game engine for realtime LoD that scales automatically to…
Yes, this is usually the way to make an animated texture in Max (it makes an IFL file, a text file that lists the images). However it won't playback in realtime like a shader will, the performance will be very poor. YMMV. A shader is the way to go if you want a decent framerate. Unfortunately though a shader will take a…
Nice site, looks very swanky! Characters look well modelled and seem consistent in style. Textures look a bit plain and don't really pop, though it may be a case of rendering method. Is this realtime or software? @ JMYoung The middle mouse button can allow vertical and horizontal scrolling, doesn't take much effort for one…
was wondering if there would be a way to have a script or plugin or whatever for the unwrap UV modifier that automatically creates a rectangle with equal sides around all uv islands and updates it in realtime? would be really helpful when packing UVs to quickly see where you still have space left to put stuff without…