Well, that diagram you linked has a reference chart in it. So I'd guess there is probably a good place to start. Or if you want to go full math-mode, start googling IOR/RI lookup tables.
Thanks chrisradsby , ZeroBigSis: Still on it trying to copy the feel as that of farcry.. Did few changes. About Color Grading, Is it simillar to using color LookUp table ? Anyways, I'll read the page. Here is the new one.
It depends on what is more expensive on your engine/platform. The first way creates more verts and the second way creates another texture lookup and rendering call. Hard to say without knowing your target....
I would retopo it, I would never use dynamesh for animation. as for the polypaint you would need to UV the model, and bake the polypaint to UV space. things like this can be tedious, so best lookup tutorials.
Right. Everything has a cost for sure, just as more texture lookups will incur a cost. Cutting up the geo in that way would be a bad way to deal with say, a floor, but a good way to deal with a tiling section in the middle of a prop for example.
If you haven't already, create a lookup table for your scene in photoshop (which includes creating your own contrast). https://docs.unrealengine.com/en-us/Engine/Rendering/PostProcessEffects/UsingLUTs Makes a huge difference, especially for real time work.
I have a syncing feeling about this But seriously this was mentioned when PC 2 went live. its just a name lookup bug or some such. it doesnt give you access to other peoples accounts. it just gets your name wrong.