Some realtime (3ds max viewport, Xoliul Shader 2) shot from current progress. If you have some cool idea to make better texture, please tell me! I not experienced in Photoshop and texturing.
wow... that parallax is awesome. I can't wait to play with this shader- I've often felt like the unloved ginger freckled child as a maya user for realtime stuff, but this will help maya feel a little loved again! ~P~
Heya @ruebenDodds - that's just a screen normals render effect - you can get that in realtime pretty much everywhere (Zbrush "matcaps", Mudbox "litspheres" in my case, some simple shaders in Max/Maya/Blender, and so on).
That is absolutely stunning. Definite props to Epic too for being able to put their money where their mouth is and literally prove that this is realtime. And 2 or 3 months to get this stuff up and running on a PS3? Er, woa. Awesome stuff.
Looks like you have some smoothing errors here in unreal, either your smoothing groups arent exporting, or the top image is a render, and likely not a good representation of how your normals will work in a realtime engine.
So I also finished another rendering in CryEngine. Hope you like it :D As always a video for turntables. [ame="https://www.youtube.com/watch?v=h3f4jNcDmpE"]MedievalDude PBR Realtime Render - YouTube[/ame] Aaaand.... SOME FUN !! :D :D :D
Hi guys! This is a project I'm working on at Danilo Athayde's workshop. I'll finish it in realtime. Feedback as always welcome... I hope you like "Back to the future" best resolution here: https://www.artstation.com/artwork/0OE2K
Game artists use it simply for lighting and rendering their work in realtime, mainly just to showcase models in what you can typically expect visually in a "game-ready" environment. Now has baking tools, as you mentioned :smile:
There's a few systems in use for offline rendering and of course there's good simulation available in engineering software but for realtime work it's still a way off being viable. Things like chaos or working with voxel data are as close as you'll get in games
I had a quick look. I cleaned up the UVs a bit, moved them around (not perfectly) but the UVs are more evenly distributed now. bake in xnormal, viewed with standard phong realtime view in Maya 2011, and the normalmap,