In my opinion, this is the kind of tool/workflow likely to face huge realistic limitations like Rob points out. I think there is no point in trying to make such thing happen for complex scenes and even less point to try and make it run in a production environment - it just wouldn't work. However it would be fantastic to…
[ QUOTE ] different render btw, too, messed around with exposure control and stuff. [/ QUOTE ] if this is for realtime and you wish us to assess the model the best we can, don't do beauty renders. don't render with soft shadows...etc. the best i've been able to acheive that is closer to what can be ingame is to use…
It's Sauerbraten aka Cube 2. A very interesting engine, editing is done via extruding and "intruding" surfaces from other surfaces in realtime and it's just another game mode which can be even done in multiplayer (that is many people edit the same level). Although the levels look a little blocky (because of the method used…
There's an nVidia GDC paper here on realtime AO: http://download.nvidia.com/developer/presentations/GDC_2004/GDC_2004_Ambient_Occlusion.pdf There's also an executable somewhere on the nvidia site (cant find it right now) that shows off realtime VERTEX AO. The paper talks about the use of them in shadowmap form as being for…
[ QUOTE ] My next step is to get this to display realtime in the viewport, so I can get more of an idea of how it all will look. If anyone has any suggestions on how to accomplish this, please let me know. Like I mentioned in the earlier post, I'm using Maya 8.0. Most of our experienced Maya guys had already left for the…
sod that, add a directx realtime normal mapped shader to your material (presuming your using max, if maya then swap it for a similar) and hit the reload button every few changes, the more you can instantly see the effect of your texturing changes the better you'll get, plus you can see it on the actual mesh with no render…
Looks great Sayanora :D I'm currently work on a realtime perpixel painting solution for Normal map/Displacements/Diffuse/Spec in UDK. The shader basically allows you to paint all the goodness on any model that has UVs in realtime and in the game engine. It pretty much helps you save a tremendous amount of time. The big…
Sorry for the late reply. I dont get why it loads slowly, loads fast on my pc, even after I've cleared all temporary internet files etc. Thanks for the replies. @Slave_Zero, it's true that my portfolio also has some pre-rendered stuff with it, but its mostly because if I want to set a foot in the industry(atleast here in…
I know how to make polygonal hair using alpha planes.I am looking into trying out strand like simulated hair instead of polygonal ones. I recall this was possible in tombraider 2013 as well as with Alice madness.I downloaded the nvidia hair demo and it runs smoothly on my laptop.Is there a way to incoporate nvidia hair…
thats looking good, will be waiting for all those details...vahls idea to use two uv sets would be great..means all those dents and tears can be Hp'd while keeping nice tight detail up close...atm your using one type of panelling i would have a seperate shader with alot of detail strips, individula panels etc that you can…