what settings do you have for face mode? to get all those circles, when making a selection also is that realtime AO in your viewport? how do? Thanks p.s can we get the track ids of the songs you used in ur video :) :):)
I think this head tut is better https://www.youtube.com/watch?v=AnfVrP6L89M Female base mesh tut http://antcgi.com/tutorials/realtime-character-modeling/ And here are some few more links http://www.polycount.com/forum/showpost.php?p=2035184&postcount=12
I think people have tested that before and got bad results. I don't think true HDRI lighting can be done in realtime with any application right now. Everyone just use's an ambient cubemap, which I'm trying to figure out at the moment.
Mmmh i see no Lifelink. Only a faster export/import way. Lifelink for me is more like: "select a Mesh in Gameeditor mode" "push the Magic Button" "The scene change to Modelling Mode and the current game environment is rendered maybe as reflection actor in a sphere in realtime.
Sorry to necro this, Joe, but I was wondering if there's been any updates as far as Render Passes go? With some of the realtime renderer's being used for film (like Unity's Adam), rendering out passes from Marmoset could lead to some nifty small scale projects.
You should never use a non-realtime rendering method to display game art. Try a viewport shader like 3 point shader for 3ds Max, or a model viewer like Marmoset Toolbag, or an actual game engine like UDK, UE4, Cryengine or Unity.
Is this for working in game engines or working mostly non-realtime work? If it's for working with game engines, you can get a prebuilt gaming PC cheaper and with parts closer to what you need with sites like ibuypower.com A quadro or workstation GPU is not going to help with game engines.
You might have more luck on Cgsociety or another forum that is more rendering oriented, most people that deal with shaders here are involved with realtime stuff. I can't really help you and I'd be surprised if anyone here knew an answer (not to discourage you though).
[ QUOTE ] Artists can use the .FX Add-on to import .FX files authored in RTZen, FXComposer, and RenderMonkey into XSIs unique Render Tree. [/ QUOTE ] What are these programs, and how are they used? How is this different from the realtime shader views? Just wondering. Sounds cool.
Yeah, any reason why you're leaving polys with more than 4 sides in there? That's a little sloppy for realtime work. Most game engines will probably deal with it, but you're far better off arranging the topology and flipping edges yourself instead of leaving that up to the engine.