Hi world, this is my Yakuza artwork, which I developed during my participation in the ArtStation challenge "Neo Tokyo: Exponential Reality" in the Film/VFX Character Art category (rendered). This experience was incredibly exciting and allowed me to navigate the entire 3D pipeline, from likeness sculpting, modeling, and…
Thank you, good catch! I used to be more attentive when reviewing messages. 😆 ------ Tiny update just to say there's one! I scratched a hair alpha directly in Blender with a mouse and no stabilizer to better understand the type, scale and amount of variants I need for each type of hair layer. Looks better than I expected,…
WIP Hi world, this is my Yakuza artwork, which I developed during my participation in the ArtStation challenge "Neo Tokyo: Exponential Reality" in the Film/VFX Character Art category (rendered). This experience was incredibly exciting and allowed me to navigate the entire 3D pipeline, from likeness sculpting, modeling, and…
Hey all. I've been trying to figure a very small thing but failed miserably :P Do you know if there is a way to display a rough aproximation of a glass shader in a realtime 3DSMax viewport? By this I mean a transparent object that still shows a hotspot reflected from lightsources. Because when giving a 0% opacity and…
I think its important to really understand a bit more about the various techniques before getting grumpy. SVOGI is extremely slow, its really cool, but not quite there yet, I feel like soon it (or a similar technique) will be more common, but current gen consoles are a little too slow for current implementations, which is…
WIP Hi world, this is my Yakuza artwork, which I developed during my participation in the ArtStation challenge "Neo Tokyo: Exponential Reality" in the Film/VFX Character Art category (rendered). This experience was incredibly exciting and allowed me to navigate the entire 3D pipeline, from likeness sculpting, modeling, and…
WIP Hi world, this is my Yakuza artwork, which I developed during my participation in the ArtStation challenge "Neo Tokyo: Exponential Reality" in the Film/VFX Character Art category (rendered). This experience was incredibly exciting and allowed me to navigate the entire 3D pipeline, from likeness sculpting, modeling, and…
When I say geometry will always render faster, I'm not talking about realtime engines. Games are a lot different than rendering, in realtime engines they have different methods that are technically less accurate but are much faster. For example a realtime engine might only go 1-2 planes back before reporting back the color…
I might be a bit late to the conversation here...butt Tan, it sounds maybe like you're mixing up Realtime GI with just realtime shadowmapping and lighting? That's totally feasible in many engines, including UE4. You can skip all of lightmass in UE4 if you want to and rely on just on the dynamic shadow/lighting solutions,…