Looks like a 'target render' to me too. But, if you look closely you can see some very interesting things like low res flickering shadowmaps, and behind the motion blur there are some polygon silhouettes that make it look realtime.
http://www.jasonosipa.com/Downloads/Movies/NVidia%20Demo%20Movies/ Here's another nifty realtime face animation thing from Mr. Osipa. Basicly just texture blending. I imagine with normal maps and stuff it'd look really nice.
Clamp is different from Solidify. Clamp is what happens outside the UV square, not within the texture. Repeat is the default mode, which tiles the texture. What is the final output for your model? Realtime in a game engine or viewer, or rendered in an offline renderer?
In case you skip the news page (like I tend to do) you should check our Feng Zhu's latest episode about realtime character design. http://www.polycount.com/2013/02/01/11731/
There is no such thing as too dense or too low - It just depends on the intended use of the model. What you are doing at the moment is pretty much in line with what one would see in a realtime ingame cinematic made for a project like Uncharted or StarCraft II.
They paint shading into the texture, same as every handpainted game more or less. You can't rely exclusively on realtime lighting and expect to get good results unless you have an extremely high poly model or you are using normal maps.
Got round to finishing this guy, came out alright! More pics here https://www.artstation.com/artwork/hammer-and-shield Next time I think I will make something with shorter hair or just bald women, realtime hair is a pain!
Hmm, it seems like I dont quite understand how marmoset works, I thought as soon as you loaded in a mesh and its textures that it was rendering realtime and all you had to do was hit f11 to grab your pictures, is this not the case?
Yeah, VC has been badly neglected. It was stuck into Max in 2012 or so and never updated since. Pity really as it could have been a useful feature. personally I use 16bit .tif for offline rendering, 8bit .tga for realtime.
Thank you! :) Hmm, It might be a tad to green yes, but alot of the green you see is coming from the LPV i use for realtime GI, still need to tweak that to a reasonable level I guess :) Ill have a look at the bark tonight!