hi Acegikmo you are super programmer man thats amazing I have the hard waiting for SF i have some offer: 1. i like SF provide realtime emission like real-time spherical area lights 2. i like SF provide tools for realtime cubemap and plan(scene capture reflect actor) reflection(update from scene like udk)…
Renders of game-art are not "Bad", it's just a bit strange to actually render 3D stuff that was made for realtime use in the first place. We had a discussion about this at game-artist a while back: http://www.game-artist.net/forums/general-discussion/7632-game-art-high-end-rendering.html. I've actually even changed my…
incredible. It looks too over the top to be realtime if you ask me. Every move is planned and the effects shown are a bit too crazy. There are fluid effects for fire, Lots of particle FX for explsion, motion blur, facial expression. It looks just too heavyto be realtime or nonscripted. Anyway, i really enjoyed the action…
but STALKER doesnt use indirect lighting like proposed by those geomerics, afaik noone does... lightsprint (also realtime radiosity) was said to be licensed for that "film noir" looking Rockstar game. But again in massive environments with lots of changing and moving geometry, there hasn't been a proper realtime game/demo…
Thank you for the reply! I actually was hoping to use this asset in a game... Overall I'm mostly interested in 3D art for games. So you're saying that I should've made real-time renders and go from the needs of chosen engine? That actually makes a lot of sense, I don't know why but I thought I should perfect my asset…
In Cryengine you dont need to unwrap for lightmaps, and in the upcoming unity 5 neither, as they use realtime GI that is voxel based or of sorts. But videos are looking very nice. I started with offline, and realtime is just such a blessing imo. I just sat a couple hours on a slime and skin shader that could have been done…
Depends entirely on what the model is for. Neither of those are ideal for realtime rendering but the second approach is unlikely to upset anyone If you're making the source mesh for a bake - nobody cares except the next person to work on it .
I don't think its quality drop exactly. My idea is that "photo-real" on realtime rasterizing engine whatever advanced it might be still requires certain level of special visual style , an art transformation of reality . Not like usual stylized hand-painted games, typical for mobile games but still lots of show vs hide…
Been working on this model for a while in my sketchbook thread and finally got it to a point that its pretty much ready to go ingame and thought i would get some feedback. animation rigging ingame shot zbrush thanks for checking it out, also the engine in question is http://tesseract.gg it does realtime gi (via radiance…
I don't know if this solution will fit your needs but for a project I completed recently (where I had to show the project both in realtime in the 3DS Max viewport and rendered with MentalRay) i used a SHELL MATERIAL where in the 1s slot I plugged a Standard Material (meant to be rendered) and in the 2nd one I plugged a…