Autodesk Maya (can sign up for a free learning edition), Autodesk 3dsmax, Softimage XSI, Lightwave, theres acouple of more free and cheap programs I'm sure someone else knows about but can't recall off the top of my head.
This should be the real next-gen reveal shown to people; the marketing show microsoft put up last week was a joke compared to this :o This looks so impressive. No more lightmap or texture baking? Millions of polygons? Unbelievable stuff...unreal even oh ho ho!
I like that you've used modular meshes. Whenever I've tried to use this workflow i have issues with seams. No matter how much i adjust the lightmaps and world settings I can't seem to get rid of them. How did you overcome this?
maya isnt able to show the shader in the viewport... think viewport 2.0 is showing a blin shader isntead... i would also take a look to the new MILA shaders... cause they dont need a lightmap for ss... they start instant to render... and they are working nicely with unified sampling...
It's easiest, yes. If you know the player will never see those polys in the back, you can UV them to a tiny corner of the diffuse/lightmap and they won't really cost you anything in terms of texture res or lighting. They'll just be there to allow for proper shadow casting.
That's the shadowmap doing that - you need to adjust your lightmap UV's Also in a case like this where you could easily make the pieces so that the brick seam lines up with the edge you should try to do that wherever possible to make it easier to hide the seam.
I really like the lighting now. Interiours looking good too. You ever considered to bake lighting so you can render a GI solution? Contact Josh about it. I think its possible in Leadwerks to have a second UV-Channel for a lightmap. :)
No beast lightmapping? That a bit scary, baking lights it's so important on mobile... i hope you'll sell the addon at a decent (and indie friendly) price, i think almost every serious developer will need it for a good game. Btw i'm very hyped for Project Anarchy :)
You need to do what Snader says when it comes to building a scene like this for a game engine. Bringing it all in already textured will cause problems with lightmaps, materials, shaders...basically a giant cluster fuck. No one wants a giant cluster fuck like that. NO ONE!!!
Sorry I should have mentioned this is for baking lightmaps not rendering a frame. I've worked with a baker that used passes before but I think it's overkill in this case I'd just like to desaturate the result of the global illumination contribution. Looking into the mip_rayswitch node in the help file now.