You'll probably get better responses at a forum where artists concentrate on renders. Polycount is mostly about realtime. Take a look at CGTalk for example. http://forums.cgsociety.org/forumdisplay.php?f=46
Neox that's frigging awesome stuff... can I trouble you to post a texture sheet for the hero if it's allowed, I'd like to see how much effects unreal is adding in realtime :D
perhaos you should enable the dx material in the material rollout, otherwise you won't see your normal map in realtime. Use the normal bump material for your normal map
wow :| that simply disgusts me...something even worse is that 90% of the gamers on portugal think that Ps3 videos ( killzone, RE5, etc ) are realtime and that the game will play like that. what a shock they will get !!!
Lightmaps can be a pain... Check out this tutorial, it shows you how to enable the LPV feature (still in beta btw). All realtime lighting. :) https://www.youtube.com/watch?v=Oni6TG2DXnk
Currently testing different designs for the backpack. Some minor head tweaks and other stuff. Did first steps into realtime fur today, hehe. Hope to finish highpoly by the end of this week.
If UE4 doesn´t care much about more cores, then this would be the killer argument for me to go for a higher clock speed instead since I mostly care about realtime :)
Love it. Too bad the specs are realtime it should be etch-a-sketch I would SOOO win! So glad there aren't any prizes. oh and I will ... (yes all of you). Carry on...
You should just be able to use a gradient for opacity/transparency on a secondary UV channel. As for the material, use animated normals or displacement if you want it to be realtime. If not, maybe sculpt and bake the waves.
I want an assertion about what material jessie is made of, because this flat color but still accepting a lambert realtime lighhting situation doesn't speak as a loud, clear art direction.