Use forward rendering + single pass shaders that make use of forward rendering. This will allow each object to use a single directional light + any number of vertex lights but usually limited to four in the shader. You can add the vertex lighting calculation into the vert section of your shader. UnityCG.cginc has two…
Thanks for advice! One thing that was bugging me, though, is xNormal AO/Normals bake quality. I've fiddled with ray distance settings a lot, but artifacts persisted no matter the values (clipped sides in cracks and other problems like that). And even putting that aside, the maps that were rendered by xNormal featured areas…
Ok guys....I've run into some problems, like I knew I would. Heres a few images of just the clip to help you visualize my problems. The normal map show was from ATI's renderer, but I've also used Nvidia's melody and Max 7's built in normal mapper. ATI's and Nvidia's both produced very similar results (as seen below), while…
Thanks guys for your opinions . I have just found a link on Wiki albedo page saying all the asphalts turns average 0.12 within 5 years of initial pavement , and some reach 0.16 i.e 111 in sRGB . That looks so much closer in our renderer to what I see outside , Still not same bright as in this photo until exposure makes…
Hello everyone just wanted to show some WIP for the competition! it would be nice to get some critique! I'm trying to decide which render looks better... Maya Render: UDK Render:
alright, i have another question. since i can't texture and won't learn it in 1000 years i use the ambient occlusion rendering method within 3dsmax (scanline render with light tracer) as a base for all of my tf2-models. no every now and then i have these "light sources" in my models (especially on my lights pack ;) ) and…
Got a minor problem that I was hoping that you guys from the forum could help me with. I have been having major issues with the quality of my renders in UDK while making sample sheets. The problem is that whenever I am done with making an environment I usually just isolate the prop(s) in the scene and either delete or make…
I am currently considering using game engines for architectural viz and cinematics and I intend to concentrate on using them rather than renderers like Vray,mental ray as I am of the opinion that in a matter of years game engine graphically will be almost close to what these renderers can achieve.The graphics of the next…
Hello Polycount Community Here is the first volume of a new shader series. Each volume will contain one or multiple shaders adapted from existing games for Unity. Game Shaders : Volume 1 is a shader framework based on the well known Dota 2 game. It contains one base material declined in multiple versions. This shader is…
Hello, Gamblify is looking for a skilled 3D artist, which can help us with creation of 3D assets for our upcoming greyhound racing game. The project will include the following assets: * Multiple greyhound dogs * A race track * Spectators * Buildings for spectators * TV recording towers * Background probs Take a look at the…