Yeah, you could always make a short film that looks like a game. Sorta like that coke commerical posted before, but instead of making it with high poly models, actually do it with models that are more of a game res. You can also try to adjust the render settings to make the final product appear to be in realtime.
Started texturing! Did the face and the shirt so far. No spec and glossiness yet though, only diffuse and normals. He's supposed to look ill and the shirt should have a satin-ish look although I'm having trouble realising that for realtime stuff without any special shaders or anything Crits very welcome
It's rendered in Blenders eevee engine. That might be why, it's intended to just be a realtime rendering engine to preview how something may look in game. ( So your guess that it's unity is not far off ) As for "Hamon": https://en.wikipedia.org/wiki/Hamon_(swordsmithing) It's the part of the blade at the edge where you see…
That's the thing, I have checked that box and it doesn't work. Tried some other things as well like setting the update time to "Fixedtime" instead of realtime. I think this might solve the issue where the particle goes completely nuts on my laptop (due to slower hardware) and runs just fine on the pc. That's not it either.
higher bit depths are for post processing bc you will reduce the quality of the image in the process and therefore you need the extra head room. Maybe this could apply to video games in the future if more realtime post processing comes to use. HDR cubemaps already need a higher bit depth. So we'll see ...
I organised Realtime Worlds Mo'vember effort last year. Was a brilliant laugh but, you would be surprised how many middle aged men cant grow decent facial hair. Didn't start at CCP in time to organise anything. Tempted to join the PC team by chance I had a shave this very morning!
Yes the correct way would have been to make it modular. I would try using UE4s import options to generate lightmap uvs and if that didn't work then I would either break it apart and make it modular or only use realtime lighting. It is not going to be worth it to set up lightmap uvs like this manually.
Great stuff Neox, she deserves to place highly in the results. Thanks for the walkthrough, the animators on the last project I worked on used the same method you used for the hair in the beauty shot to create our ingame hair animation...convinced a lot of guys that we had a "proper" realtime hair physics solution for a…
graphics have been improved. They have added realtime ambient occlusion, dynamic water, soft body physics, larger crowds, better character lighting. Original video showing the tech added: http://www.gametrailers.com/player/32198.html Comparison between gears 1 & 2: http://www.gametrailers.com/player/33774.html
link worked fine for me on the second try, first time I got an error. Game looks great, hope those shots are realtime. I really enjoyed Resistance 1, it was more or less the only good PS3 launch title, so I played the hell out of it - and the multiplayer was a really solid experience.