has something to do how the realtime rendering works. max draws each object seperatly - so if you have like a gazillion objects it has to draw a gazillion times... if you combine these to a few objects like 20 or so - it only has to draw 20times, which is way faster. so max can easily push decent amounts of polygons but…
Oh wait you mean in terms of the realtime viewport display? Yeah there's a limit to how many Maya will use to light the scene in a viewport. But it wont affect a render. Check your mail btw. And for the windows I think an actual volumetric shaft of light poking out *might* be a bit overkill. But If you wanted that you can…
No, you don't "apply the reflection map to the body" - you start by look up how reflection mapping (of any kind) is done in the Maya realtime viewport, setup some test scenes accordingly to understand how it works, and then apply what you learned to display this model as desired. (of course ultimately the reflection…
What you are suggesting is perfectly right. The real issue is how would you render ever changing lighting in the clouds , Light scattering , rim light effects , Atmosphere haze. Unless you you doing a kind of simplified style. Not sure what you mean with moving terrain although. Usually terrain doesn't move anywhere except…
I decided to update my portfolio with work I've done on Due Process, a retro styled tactical FPS. I was hired on as an environment artist, but eventually transitioned to a more technical role, where I became the steward of getting everything related to content working and optimized (while still doing art tasks). Even…
So ive been working on Synthetik for about 3.5 years and after being finally released on steam a couple months ago and totally neglecting my old thread, I think I post some of the assets ive done here. I do game design and the art. We were 2 people, 3 now! For this game I also started with sound design and programming.…
Hello My name is Hasan and I am a freelance Character Artist. I specialize in modeling/sculpting/texturing of realistic and stylized characters/creatures . I am available for freelance at the moment - 5 years experience sculpting highpoly characters in Zbrush . - Process and polish scanned data for both in-game…
KING ARTHUR is an Honourable Mention entry for ArtStation Challenge: The Legend of King Arthur. And I decided to make a short tutorial on how I made the character. This is not a step-by-step tutorial but I will show you some techniques, tips and tricks that I used, as well as my workflow on making realtime characters.…
Hello everyone. I want to learn the process of creation different environment assets for realtime PBR with the help of photogrammetry. For now i have some basic understanding of the whole process. So the this topic is some kind of journal. and I hope some advices. Thx. For now the pipe line is some kind of: 1. Make some…
Requirements: DX11 & Shader Model 5.0 support This asset allows you to create and manage the system with realtime volumetric surface deformation. You might already noticed similar feature in some AAA titles. Such feature will definitely make your game more dynamic and realistic looking. To achieve the best performance it…