Quick start on a realtime Rorshach face shader. I've got a few ideas for making it cooler looking. Maybe soon I'll get a real model done, then I'll use this with actual textures. http://vimeo.com/3524138 CLICK FOR VIDEO.
cheers nrek, the corridor shots are actually realtime, not ingame but marmoset and maya screengrabs using shaders. planning on either crysis engine or unreal, gotta play with both, but think crysis may be better suited looking at the styles of stuff produced
if you really want to work with realtime shaders there is probably no way around FXcomposor (NVIDIA) or RenderMonkey (ATI) both work on any dx card and have importers of different fileformats and also some exporters for max or maya I think.
Huh? They don't start till next year. They will almost surely want models for the preliminaries, because being able to draw is no indication of how good you are at making realtime art. But if you want definite answers ask FredH at gameartisans.
can anyone confirm that is is possible to work realtime on a model with like 20 million polys or more? or is it like mudbox and requires loads of ram and cpu power and most people end up dividing the mesh into parts to get all the details in?
we had kevin bjorke from nvidia her at dice yesterday talking about a bunch of shader stuff including BRDF.. Looks pretty cool. was nice you could paint the maps in realtime and see them change "on the fly"
I just released my first public Blender addon, to help 3D realtime artists to know more about scene polycount. Download available on Github, along with the documentation. (PS: nope, the name isn't relative to this forum =) )
Our studio is new to Unreal, we come from the Unity side of things. Currently struggling to create convincing realistic props with PBR glass that looks good in realtime in Unreal. Any advice, marketplace shaders, workflow tutorials. Anything you can share will help!
Does anyone know of a program or a way with photoshop to manipulate images using math like you would in a pixel shader? I'm looking to manipulate big images with functions like POW and FRAC but I dont know how to do it without using a .cg shader in realtime.
Hello This is my another work. I use RNM for this one. I hope you like it. :) http://www.ali-rahimi.net/portfolio/realtime/deep-impact.exe http://www.ali-rahimi.net/portfolio/movie/hd/deep-impact-hd.mov http://www.ali-rahimi.net/pages/portfolio/deep-impact.html