thomasp interpolator

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thomasp
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  • leleuxart said: Sounds to me like how VR players currently move with the teleportation.  https://unity3d.com/book-of-the-dead i just based my comment on the video. makes it look like a narrow corridor, more or less on-rails with perh…
  • Neox said: And the art level of fidelity is only the smaller of the problems visible here. How would a character navigate through this without struggling? looks like first person so i'm betting it's going to be on rails and just enough t…
  • found some time to add a tearline to the eyes - and started a body - high res only at this point -
  • oh i'm well aware that the intel mac is affected, just saying even though power PC seems to be another architecture caught up in this, we do no longer use that one.
  • in the last few days i read that a flaw like that was found in ibm's power PC architecture, too. luckily apple has long moved on from those space heaters, so i don't think it would affect us. there are reports that boot times are supposedly also a…
  • ...spent some quality time here trying to frame the avatar with the background.
  • well, you're not using it as a stencil but as a brush-stamp. you'll need to scroll down in the brush panel and play with stamp spacing stencil is a different category, need to import your image there to use it as such.
  • Yamanote said: That's reassuring (or, depending on how you look at it, perhaps not?). I'll retain a semblance of hope that things will improve for us both as development progresses you must be what they call the glass-half-full typ…
  • Yamanote said: I am uncertain as to how much this has to do with the current state of 2.8 development, and how much can be chalked up to simple hardware performance bottlenecks. for what it's worth i tested 2.8 just a few weeks ago on …
  • Affinity makes a lot of sense on the mac. it seems to make use of some mac-specific libraries for speeding up the app and easily leaves photoshop in the dust by a greater margin than it does on windows. that being said, make sure the output features…
  • charlyxxx said: The new Tomb Raider?  indeed, that was the main influence. so far!
  • @RashedAlmetrami the benefit of unifying the vertex normals is that it removes any breaks in the shading caused by gaps/different orientations between the vertex normals. since a haircut is comprised of lots of floating poly strips clumped togethe…
  • you could also create a new layer on your tool (turn off and hide all others you may already have created), set it to record mode and import your morph target into it at the lowest shared subdivision level (through the import file dialog, not by sel…
  • TorQue[MoD] said: You don't still have the script downloaded do you? The download site has gone offline... what a tease!   should have really checked the link beforehand! sorry!
  • i never thought someone would top the ugliness of these old oakley's: my bad. they almost look stylish next to the magic leap. now, did they reveal what an image seen through the visor will actually look like? not talking about that CG bullshot …
  • i recall using this or a similar script to mirror poses, perhaps that's applicable for your case? might have to work frame-by-frame though. http://www.scriptspot.com/3ds-max/scripts/copypaste-transforms never understood why there's no simple out o…
  • another pet peeve of mine with many characters - hands. all too often looking like another afterthought, too rough when put next to the head. made some new ones to address that. currently sharing the head's material so the detail map tiling is abo…
  • do you have to have the numbers as a simple suffix for nuke to read them correctly? i have not touched compositing in a good while but i think in shake you just told the program where to look for the sequence by feeding it special characters somehw…
    in UDIM's? Reply by thomasp Dec 2017
  • i gave it a spin a few years back when it was all the rage but the issue for me was the required in-engine texture streaming (tried it in unity at the time). just not as visually sharp as i'm used to and it just cut the frame rate in half. same for…
    in UDIM's? Reply by thomasp Dec 2017
  • @jderiggi the vectorgraphics (affinity) -> geometry for the hairtexture hasn't changed for this one. the blender addon comes in for placing the elements - and i find it absolutely indispensable. i used the splines imported from fibermesh as a ba…
  • since i was in the process of revamping my base mesh i decided to redo the teeth as well. teeth are a bit of a pet peeve of mine when i see them in games - seems they are generally an afterthought with a choice between a blindingly white and very ar…
  • ok, so i didn't realise that it was in fact not something autodesk had developed themselves rather recently but instead bought from another developer. still, two years is nothing as far as product longevity is concerned. mudbox, you're next!
  • isn't this a relatively new engine? a quick google makes it sound like it was introduced in 2015, is that correct?
  • maya is pretty technical. probably not what a one-man-band should be using if you're not already very familiar with it. the results from that max plugin look cool to me. if that's what you're after anyway then it's an instant solution that you'd ne…
  • almost as dignified a sight as the VR alternative -
  • the animation/skinning side in max has been neglected for years though, hasn't it? at least i couldn't believe my eyes when i saw what blender can do/how easy it is to do in that regard. CAT is 2009 hype with very little development done after. char…
  • so is this the IP people had been mentioning for surely over a decade that james cameron supposedly had been holding onto and developing for years? somehow i thought his side project was neon genesis evangelion. Much like the choice to have Moto…
  • the first Rift devkit was just another monitor, all you needed is that stereo output in a window and maximize that in the Rift's display area. at some point they started with headset drivers so i imagine it's all handled very different now. anyway,…
  • Justo said: I'm really intrigued by that new decimator that tries preserving UVs; with or without quads. Can't think of another tool like that from other apps at the moment hmm.. mesh -> reduce in maya seems pretty good for that.
  • i'll be moving on to other elements of this model. a bit tired of looking at the head any longer. suffice to say, hair was done with the rather excellent blender addon 'hair tool'. and while the hairline and underlayer were done by hand, the main s…
  • https://mobile.twitter.com/andrew_anagnost/status/930827170817048576?p=v mr. antagonist appears to respond here.
  • alright! in this case i'd recommend creating just a few variations of these wavy strands on individual texture islands so they can be assembled into the final shape, layered and individually deformed to make it look more 3-dimensional. still doesn'…
  • i admit i have zero idea about this modo issue of yours but am curious why you would want perfectly straight hair baked onto textures? i'd at least expect some waviness and clumping. but straight like that it will hardly ever look natural and just h…
  • the studio responsible for monument valley appears to be based around blender: https://www.blendernation.com/2014/04/23/monument-valley-a-stunning-ios-game-designed-with-blender/
  • something related from GDC (presented by a forum member, no less): https://80.lv/articles/4-technologies-to-change-art-production/ it would be interesting to hear about it all from someone working for DICE as they are referred to in the article in …
  • glad to hear dithering hair (and foliage?) is no longer an issue then with the newer headsets! i do use a solid mesh underneath for this one yes. in my experience if those chunky strands intended for building up volume contain any alpha mask then c…
  • John, let me know how that turns out for you. i'd be curious to hear if the shader makes sense to use on VR assets. last VR project i worked on did not use alpha masks for hair due to resolution concerns with the current generation of goggles. i pu…
  • mike indeed looks very good. would love to take a peek at the setup. i've thrown out depth and root maps for the time being and am now just flying with color and id maps. seemingly getting a bit of a hang of it. color map could probably be swap…
  • hey john, yeah i read that they took the shading model 'from the movies'. in my experience always a good way to get a coder excited. i miss my normal maps though. so much easier to play with highlights and simulate depth if your strands aren't just…
  • testimport into unreal. i needed to check how much it differs from the look i have elsewhere before finalizing the mesh. is it just me or is their shader more trouble than it's worth? all i want from it is the backlighting, those id-, root- and dept…
  • i use this "Speedlink Descano" picked it up on a whim when my old logitech POS kissed the wall (don't ask...) since it felt the nicest on display in the store. it has some kind of coating that feels good to the touch and there's no issue with 'pal…
  • littleclaude said: Hey Legolas, what do you think to this screen shot? lol 15 years on that totally explains this scene: always looked like an animation bug to me.
  • point taken! i just checked my email and i had picked up my eizo 2736 for about 650 (euros). granted this was a few years back but the price compared well with the rest of the pack. haven't checked since. all i can say is that it's colors look way …
  • hey i just meant that it looked very see-through at first so indeed i had to rework the hair texture. fell free to PM away if it's very specific, else it might be better placed here where a forum search can pick it up. your call!
  • i would go with a mix of a solid mesh to have some volume around the head, then dress that up with flat strips placed at various angles to form the overall shape. the topmost layers then can be approximations of spirals and should cover it all up fr…
  • Eizo and NEC (both the mid-range) are the two brands i trust in when it comes to colors.
  • poopipe said: Very nice,  it shows that Maya is definitely starting to catch up with regard to basic poly modelling tools. i think i have heard this one since about the year 2005 ... every year. the big one in my opinion was simply th…
  • imported into toolbag today for a first look with materials. big shock because it all looked see through like an xray until i remembered that i had pumped up the alpha all the way in blender's material nodes while placing the geometry. so, had…
  • i'm almost done with the layout now. hairline and ponytail will receive a makeover though before a test in unreal takes place. and since there were some questions: yes that's polygon strips, not some hairsystem, nothing needs to be baked or converte…
  • general idea would be to identiy the setting and write-protect the ini file. i used to do that with 3ds max and the UV editor so it would open with the exact right dimensions and settings in the same spot on the second monitor. that one used it's ow…