This is no way weird, magic or a mystery. It's alpha-sorting. It's an issue in all realtime rendering. Maya viewport uses object transparency sorting, based on the bounding sphere I think. Chronic gave you the best solution, but most engines would prefer a limited use of alpha, using only alpha where it's needed (hair) and…
If you want to have a realtime shader in maya, use http://www.mentalwarp.com/~brice/brdf.php it lets you add BRDF textures to mimic cellshading, or any type of shading for that matter. Only downside, it will only work with one lightPos. You can even do a hardware render, which means you don't have to use a 3rd party…
its a new addition to the source engine. realtime depth map shadows for the flashlight for example. my guess is that you can set a flag for lights to cast dynamic shadows or only prop_dynamics (and similar) will cast those shadows - it works that way at the moment. in the videos of ep2 it looks pretty sleek with the…
Well i don't see how a technique can be wrong or right? If it works... It's all about thinking outside the box! Even if hand-pixel art is widely documented around the internet because of it's oldschool, fun appeal, that doesn't mean this is the only way to create a sprite... As for the edge cleanup ... If you take a…
In marmoset you can paint the cage distance pretty quickly in those tight spaces and get realtime updates on how it's looking. If your low poly is properly covering the high poly well in the first place your initial offset distance can just be so low that you will get all the high poly under the mesh before you get cage…
not super familiar with their tech, but i know from uncharted and last of us 1, they baked their GI and some lights to lightmaps and had a cascaded directional light in most of their maps for realtime shadows on dynamic objects and from the sun. I would assume they also probably have a probe based system for indirect…
What part do you want to replicate exactly? There might very well be a way to approximate what you want but you definitely can't use the same techniques Disney used because A) you need it to be realtime instead of prerendered. B) you don't have a giant renderfarm like they do, I presume. C) I think it's a proprietary…
I'm pretty shit myself so I shouldn't be giving critiques lol. Anyway, I think you have a lot of unnecessary faces on both models. Assuming you want to make these assets realtime for a game or something along those lines, you would want to try cutting back a lot. Overall, pretty good for a couple of months. Keep it up man.
Here are the final realtime Renders from Marmoset Toolbag. Please comment, I really did work very hard on this stump and it took a lot of time and effort. My next project will be the wooden chest. http://s1049.photobucket.com/albums/s395/animesh58/?action=view¤t=stump_turntable_01.mp4…
Got this guy into Unreal so I can start setting up the materials and a render environment. It's worth noting that I'm using assets from Necro's Bone Box and his Rock Box on the UE4 Marketplace for the bits on the plinth. Textures are still a WIP, but I like having stuff in-engine while I develop them so I can check them in…