My experience with recruiters is that they can't tell whether it's realtime- or pre-rendered and simply judge your images by what "looks good" in their opinion. The better the image is, the higher chance of getting to an interview. This is ofcourse not always the case but I'd rather send a pre-rendered and get their…
@Shrike That makes more sense, so reprojection is just to make a high poly mesh workable again (i hope that's proper english), or essnitally just giving it better topology. High poly to low poly bake, is to make the model look like it's high poly, using textures. You added that projection isn't used for games. Does this…
looks like you have the normal map loaded as a bump map. Make sure to load "normal bump" material into the bump map slot and then select your normal map. Generally though, whats the point of using the scanline renderer for a realtime asset? You'll be better off setting up a nice realtime shader.
I'd like to know this as well. I mean I know for a fact that Game cards have better realtime performance than a Workstation card when playing games. So with this in mind, what differs a 3D packages Viewport (realtime) to make your belief true? Maybe driver optimization towards specific applications?
Another thing to keep in mind : if you have never tackled this kind of asset before (ie : targeting typical game specs), going for a full character isn't the best idea. By that I am not saying that this is a bad target in and of itself (as it will certainly make for a fine portfolio piece) ; just saying that right now, you…
https://www.artstation.com/artwork/1nrlG3 Finished up this background last month, now working on making this projection mapped 3D. Final goal is to have this be a realtime cutscene running in Unity with animated foliage and rain using shaders and particle effects. Hope performance won't be too bad, I know nothing about…
Looks pretty neat. If this is indeed real and not just a really slick mockup by an enterprising modder, it looks like Valve has implemented some nice new lighting features that didn't previously exist in Source -- specifically some form of realtime or realtime-ish radiosity. Hopefully the next iteration of Source is a lot…
I love it! But I would hate having to work with all the overlapping dynamic cloth elements if it was for realtime, if its for rendering awesome that stuff isn't an issue. Even in realtime there are some newer solutions in some engines that will help pull off some of that, so its not impossible but would still be a…
I am using unity free version. How could I manage reflection then? It is not realtime reflection. I mean,the player and other moving stuff will not be seen on reflection. From the license note,I guess realtime reflection is not supported on free version. I can not afford pro version now. I have maya however.
I think this is a fascinating topic. Especially in high end realtime renderers like UE5 with Nanite highpoly assets, Lumen and VSM. We create our 3D scans with a cross polarized setup, which creates textures with essentially the real Albedo color values of the scanned object. Even with all UE5 features turned on (except…