Ok got it working, thanks! That's how it currently looks: Of course a lot better now, but still kind of flat compared to the Xnormal view. Any hints? That's my material setup: Tried a combination of the spec and AO for specularpower, which looks better than without, but still not really great. Edit: Now without the crappy…
I'm doing this, in Unity Pro. Lightmap is added automatically to all Unity shaders, so no need for something special. Just have to make sure the light Cullmode is setup properly, so it affects the lightmapped meshes. You might also want to set those lights to Realtime Only, so they don't get added to the bake.
Well, you should check your normal map in some sort of realtime viewer/shader to make sure its working correctly, then you will know its a problem with vray or your settings in vray. I do not know much about vray, just that I've seen people have issues with normal maps and vray.
Oficially starting the texturing now xD I am slow,I know (curses on dota 2 >_< ) Just a preview for fun using realtime Xoliul shader (the previous image was a render),I am just starting defining the masks for the different materials. Question: there is a way to turn on AA in max 2012 while using dx9 mode?
few updates, added some rose bushes, lighting and material work and started reworking the floor. The well in the center was meant to be a portal so I decided to change it to be more of a sinkhole where the portal has opened. Forgot to use realtime so the lights are missing the fire source but im tired.... :) Loads of work…
That looks great Kodde :) Can you go into a bit of detail about how you set that up? I'm looking into exactly the same thing at the moment but, being a Maya noob I'm struggling a bit and, as far as I'm aware, tehre is no ability to blend/ animated materials in realtime/ the viewport in Max where I'm much more comfortable.
I'm with vassago on this one. My driod has made contact management a breeze. Gmail keeps everything, and its all synced (sank?) In realtime. I had to do a master reset on my phone once and thought I lost everything. Within 10 minutes though, all my contacts, settings and apps were back.
hey, there's a bunch of realtime shaders available for DCC apps, and hlsl (at least the beginner stuff) is not too much of a ballache to learn - look on it as a project of some kind - it could be fun! ps. you could author the shader in max 2010 and export the .fx file to use in other versions. hlsl is just hlsl after all.…
The only way I know of getting adaptive subdivision which subdivides based on screen area is to output your files to renderman. You can do this from both maya and Max but it's a bit more complicated from max. As far as I know neither application will do this in realtime on the screen.…
This was the shortest but best tutorial I've read since a long time renderhjs. :) Starting with an AO pass is always a good point. MAybe you could take a look at the next-gen texturing training. Helped me a lot with texturing. For metal stuff in realtime a light cubemap would be a good solution too. depends on the engine…