Use static meshes if you want anything other than a flat surface or if you want to vertex paint. I pretty much only use static meshes because of the control. Lightmaps are a pain. To get good ones try setting up your second channel so that all the UVs are snapped to pixels coordinates (I use 64x64), all the UV islands have…
Most of the images are small, and all of them seem to heavy quite heavy JPG compression. The terminal, for instance, could use a close up version of the screen part, as I'm guessing it's for a FPS and the player would walk up quite close to it. And the engineer sculpt has a 'close up' of the face which is not even 100…
So I was able to get Packstube to work with tiffs by simply adding the lines images = images.concat( pDestFolder.getFiles( "*.tif" ));images = images.concat( pDestFolder.getFiles( "*.tiff" )); to the script. This should work with any other format you may be working with. Like those crazy kids that only bake in .gif these…
as neox just asked me about post fx stuff, the basic operation for image filtering is "convolution". basically the output for each pixel is a weighted sum of its neighbors and self. imagine 3x3 weights & offsets with the middle pixel being the one we process. different values yield different results, e.g if we do 1/9 as…
[ QUOTE ] But I'm afraid I don't know what you mean by normalized. Could you please elaborate or provide a link? [/ QUOTE ] Normal maps represent the same thing as vertex normals, but on a per pixel basis - and that thing is a vector which determines how that pixel receives lighting. In order for a vector to really mean…
Why use cs5 photoshop? IMO Affinity Photo covers whatever Phs sc5 is able to do plus lots of new tools I can't imaging working without nowadays: patch tool , linked layers , fully non-destructive everything. I would understand cs6 where clipping groups first appeared but not cs5. There is one thing that makes you troubles…
I have been experimenting a bit with the mixer brush in photoshop. If you set the mixer brush's settings to "dry, heavy load", enable "clean brush after release" and "load brush after stroke", you basically end up with a "tube brush". You basically paint with an image now. So unlike the Clone Stamp tool, the location of…
In the context of long thin triangles, it refers to the waste of shading processing when you have a surface that's not triangulated with care. As a necessary step, a GPU will process triangles in a way that is efficient when rendering the interior of triangles, but not so efficient when rendering the edges of triangles.…
codpiece rockin it...he is a ninja and a pimp Warby - tons of people just hear normal map and bloom and dont fully understand how cool it is that we have these new tools and why it may seem overused at this early stage of per pixel. The reason I called this thread next gen is because this WIP is just the begining of what…
Hey! Welcome to The Polygon Vault ! This is my little space to explore retro-style 3D modeling — low poly trees, chunky textures, and that good old-school vibe from the PS1 era. I build everything from scratch in Blender, then bring it to life in Unreal Engine with a bit of that pixel-flavored aesthetic. If you're into…