[ QUOTE ] and the realtime cinematics are near jaw dropping. [/ QUOTE ] Uh.. what realtime cinematics? There are none. They may have made them in Whatever UE3 version of matinee is, but it's a .bik movie.
@rollin: he want´s to render his works with a realtime shader so no rendering process there... This is only a solution to his second question and it only works without realtime shaders
Nope, should be fine as long as you set it to baked, not realtime. Realtime means it re-renders dynamically, which would likely cause a significant performance drop. Cube is 6 renders.
Some awesome work on here as always <3 An update with some work I did on a realtime model for a Uni assignment :3 The Sculpt with the texture applied :- The realtime views/wires/maps :-
Haven't touched Arma for ages, but this looks like I soon will again. How is the day/night cycle, realtime or that 2h realtime per day? Would suck to be only able to play at nighttime :/
First things to consider are. What do you see of that character at any given time? Usually a character in most games doest have a super even texel density, unless they are always seen at the same distance. Meaning, in a fps game you will likely have lower arms and hands at significantly more texture resolution than the…
Check out my last Archviz scene rendered in Realtime with Unity5 The spot lights have been baked except the Directional light wich is in Realtime to have this natural look on the materials. [ame] https://www.youtube.com/watch?v=33WcWmrXUno[/ame]
This is not how realtime displacement works. Realtime displacement does nothing for the shading (only silhouette and shadows). And the tessellated surfaces aren't currently anything like the sub division surfaces you see in max or zbrush.
Solved. I putted all those maps in slots of a normal blinn shader. Max updates maps in not realtime shaders but this update forces the update in realtime shader. Working around maxs flaws but it works :)