if you really want to work with realtime shaders there is probably no way around FXcomposor (NVIDIA) or RenderMonkey (ATI) both work on any dx card and have importers of different fileformats and also some exporters for max or maya I think.
Huh? They don't start till next year. They will almost surely want models for the preliminaries, because being able to draw is no indication of how good you are at making realtime art. But if you want definite answers ask FredH at gameartisans.
can anyone confirm that is is possible to work realtime on a model with like 20 million polys or more? or is it like mudbox and requires loads of ram and cpu power and most people end up dividing the mesh into parts to get all the details in?
we had kevin bjorke from nvidia her at dice yesterday talking about a bunch of shader stuff including BRDF.. Looks pretty cool. was nice you could paint the maps in realtime and see them change "on the fly"
Many tricks available to help hide tiling artifacts. Texture splatting, which means blending 2 or more tiled textures together on the same surface, is a good method and fairly inexpensive to render in realtime. http://wiki.polycount.com/wiki/MultiTexture
Have any of you played ACIII? Its not a texture is a realtime deformation of the surface , is not a tessellation couse xbox doesnt have dx11 as far as I know... So its a visible 3d shape not an offset bumpmapping neither a paralax or the like...
Objects with Explicit Normals tend to exhibit that behavior. To fix I usually put a Turn to Poly mod under the Morpher. But that only really fixes it in Max. You should test in your game engine to see if normals are updated in realtime.
I'm doing this little fella now. I intendo to go all the way: from modeling to textured and rigged animated realtime model. The concept is from the amazing artist In Chun Park. Please wish me luck! First passes
@Draconius Amazing sculpts as always! is it your concept? i like these styles very much and where do you got these inspiration? haha :) I think Shendoo meant realtime/in-game assets like your high v elf.
There is a WebGL website that can take a cage mesh and do the Sub-D in realtime. This lowers the file size siginificantly. P3d.in is the site. Here is an example cage mesh that you can toggle sub-d with a button in the left side panel.