Greetings! My name is Chris Johnson, and I am an experienced professional games animator with many years of experience working on games of various genres, on a wide array of platforms. For the past five years I have worked as freelance animator as well as an art manager/producer on a variety of titles. Most recently I was…
learn from the best... http://www.neilblevins.com/cg_education/wet_materials/wet_materials.htm Its non realitime. But you can apply similar principles to realtime.
Some glTF materials I've contributed to glTF Sample Assets. A neat thing about the glTF PBR material system is it's built to work in both realtime renderers and non-realtime renderers.
Profenix Studio aims at making new demos for s2engine to receive more and more feedback from game companies that want to use our technology for their games.We assist people in entering and finding jobs in the games industry giving them the possibility to show for free their works running on a powerfull engine in a real…
Yeah I know - it was a reply to "get rid of lightmapping" posts. I believe realtime lighting still has a long way to go when it comes to proper area lights and light distribution in general. You can have rich ambient and reatime direct lighting/shadows at the same time, so no need to throw away ligthmaps just yet.
"PBR" is more of a concept than a specific technique. Different software and engines implement PBR differently. The *term* is used more commonly in games/realtime applications, simply because for so long, creating something physically accurate in realtime wasn't feasible due to tech hardware limitations. But software for…
hello all long time no post, today I shared my latest try in creating realtime character model. I sculpt all stuffs (organic and hard surface) in zbrush 4 r4, textured in 3d coat and rendered realtime in marmoset toolbag. lookin forward to see your feedbacks and hope you like it :) realtime#1 Attachment not found.…
If you're making images or movies, no need to work under realtime restrictions. If you're working on assets for use in actual games in production, realtime methods are still a requirement. Raytraced or not. It has to render at interactive speeds, period. And usually it has to do so across a range of hardware, so LODs. If…
using feature like render to texture on a mesh like it is done in unreal or any number of engines is fine because it is still realtime. it would just render everything twice for one iteration of reflection but i bet it would be a severe performance killer. however, real ray tracing is completely different as far as i know.…