ror, the thing is i wondeered about the first screens released shwoing malcoom with SSS in his ears. Im quite sure that a engine cant handle this for now, but you use some tricks to make it look like SSS. Thats basicly what i wanted to know. A good example would be also how you make you diffuse maps. As far as i can tell…
I'm impressed. I wouldn't call it "trickery" when a company displays the result of high poly, normal maps, and spec maps made correctly. The work put into this game is fantastic. The mod community should learn from these examples , no more greyscaled texture speculars. This should feel right at home with high poly artists…