What are the current average specs for environment textures? For instance, I've worked under a 512x512 max and 256 pixels per meter specs for a while now - are you guys doing 1024 per meter, 2048... *cold sweats* 4096?
So, assuming that this ends up as a typical 128/256/512x6 size cubemap, resolution probably doesn't effect the quality too much, but what about high dynamic range?
Why such a high tri count and low rez texture? and by 4x do you mean normal, spec ,diffuse, emissions? I wouldn't list it like that, just a 1024 and 256.
Budgets will always be there, and i'm agree with you, they matter a lot. But just wanted to say that with the hardware we have (not all ppl) we have better and better budgets to get nicer things. We should not be always with the same budgets (1500-3000 polygons and 1024 textures). That's all. To know how work the SSS…
Yes. Go look at my ue4 cga shader / designer cga filter posts to see the results. It's totally doable but a shit load of work when you're dealing with a lot of colours (like 256) - which is why I stuck to the cga pallettes (max of 16, usually 4) Is it pointless? Yes. Is it fun? Also yes
While I don't think you need the help, you might find this PDF on the geometry in gothic architecture interesting: http://faculty.scf.edu/condorj/256/presentations/Gothic%20Constructions.pdf One of my favourite things to look through, if I have any excuse to.
I priced out the Surface 3 and it was like $1500 total. The Cintiq was $1850 total. Including tax on both. The $350 different to have a matte screen, hotkeys, and an additional 1792 pressure levels from the Surface 3 256 levels is worth it in my book.
not positive but i think if you up the samples(default is 256, try 512) in the ... option box beside the word ambient occlusion, that should help, granted it will take near twice as long.