This line? Thats just how your highpoly looks man Also substance does the worst bakes imo, +really worth it to get marmoset or knald with the realtime preview, saves so much hassle
[ame] http://www.youtube.com/watch?v=KWY_qZiCTDY[/ame] Another video. This time showing how to setup mudbox 2012 to paint your texture maps in a realtime shader environment. Painting specular = bonefest.
Click for full size Also here's the shader network for the blurring. Other things this opens up is a better version of imperfect refracting materials, something sorta like realtime captured image based lighting.
that looks nice, but those edges will only look good in offlline. For baking they are too hard , some are even very hard for lifelike edges. Dont forget the scale and how it is viewed and the constraints of realtime of course
Basically the default ones. Max obj with smoothing groups + split UVs + cage from max --> default normal map in xNormal. Btw: you are checking your maps with a proper realtime shader, right?
I don't really see tree reflections, but then again, realtime reflections like that just wouldn't be possible I don't think. They probably used a generic cubemap reflection for the water. Completely logical IMO.
I don't think they updated it, man, XGen looks much better for all of this stuff otherwise I might have to give Ornatrix a try. And yes, Thomas, I'm talking about Realtime use
Someone used Cryengine 2 to render out their animation in realtime (or close, I think he was averaging at 14-16fps) Cinebox is another alternative, but last time I applied it was still in closed beta.
Thanks man! I really got used to offline renders so tweaking glossy-spec values for realtime engines is a bit tricky and sometimes feels comlpletly random to me. I should dig it.
Starting to put the scene together in Marmoset toolbag. Finish product will let you go around in realtime. More waves, splashes, finish the texturing, tweak the pose and colors,..still quite a lot to do.