is this really the standard solution for realtime stuff? I always figured it'd be too much transparent stuff and layered geos any examples of the games that have taken this approach? or some version of it
vahl! nice stuff definitely! I love the street fighter guy with the comic shader style and the crystals do now look so much superb! and its realtime too.. :thumbup: :)
Thanks Vayne4800 :D Here's the realtime model thus far... Diffuse and normal. Any DOTA 2 peeps able to give some feedback? Is it recognisable so far as a Beastmaster weapon?
Can you shed more light on the workflow behind that pic? I think you might be using a studio-style setup with enlighten realtime gi + bounce cards using emissive?
Got the first section in-engine today, no more working in Maya, STRICTLY REALTIME! Did some more texture/normal work too, still very WIP, crit is welcomed as always :)
Thanks. Yeah. The polycount is almost double than what a current gen mediocre character have nowadays. Let's say that this kind of characters will be in games after the release of PS5....till then it will be a sort of realtime :)
Yes next year like you guessed above all will come into place. Ready for the challanges of next gen consoles and GPU rendering. Lines between rendering and realtime will become blurry.
Hand-painted is awesome, but it seems curious that they would still allow bump maps. Are there MMOs that use bump but not normals? I would think normals make for less intensive realtime shaders.
it's taken from real-time modo viewport :) Using a matcap shader to emulate 3dsmax style appearance. Works well to me. Modo supports both antialiasing and matcap shaders in realtime.
Would be worth getting this guy in a realtime renderer as it seems like you approached him in a game art sorta way? A little more of a breakdown would be awesome (wires, textures, ect.). :)