Cool! Max is really getting good again, it seems. For those who skipped it : 2011 has some awesome realtime hardware shadows in the viewport now, and! very, very good looking realtime AO too. Good stuff! Now if only we could force anti aliasing in the viewport again...
Its exe because its realtime. And about the rest you are right. But the uv and normal was so crap that it almost take all my time to fix them. This is my main recent realtime project that iam working on it. Its a huge building with 10 floor. My website: http://www.ali-rahimi.net
What´s your goal here? A highpoly model or a normal mapped realtime model as well? If you want to have a realtime version, you should reaaaally soften all of the edges. Edit: even if this is supposed to be highpoly only I would soften the edges to get some nice specular highlights.
3D objects, yep. Yep hehe.. the scene was aimed for the realtime ray tracing driver. Nope. It's realtime photon mapping from the DX10 renderer. Yep, the "ground texture" is really the grid... and it's light-matte by default. ps: An update... Btw, the next week i'm gonna upload the RC1 with a lot of changes
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Otoy Cloud realtime raytrace rendering! You can still set the raytracing going on but it looks like its getting there for full realtime. Its also integrated into 3Ds Max and it works also on iPad: http://allthingsd.com/video/?video_id=22FBB912-90F5-4380-A283-588634313A25 there is also a tool for making games with it
So i can meke realtime shadows only with dynamic lights?You said i can use only one dynamic light.But i want to make torches to the walls.with 4-5 light source, and with realtime shadows.Which type of light source is good for this?With what kind of parameters? Thanks for the replies :)
Try viewing the model with the normal map in an actual game engine. Don't use Mental Ray or any non-realtime render to preview normal maps. Also most of Softimages viewport shaders suck, so you'll be best to preview the model in whatever realtime engine you want to put the final model in.
Switching to 3D rendering, would you then use a realtime shader? Or raytracing? Would it be possible to do some kind of "fake bounce light" with a realtime shader? For more accurate shadow colour that is (bounce light from the ground plane). I know its possible with raytracing ofc :) Gamut masks could be interesting ;)
Nope all baked.. only drop shadow on our characters no realtime light.. we have to see if we can make a few lights realtime on tablet =) I'm still looking foward to directional lightmaps because every asset has a highpoly version and normalmaps that just wait for unity to support them ;)