Instead of a separate UV set, you could simply tile the detail map in the shader, so there isn't any vertex duplication caused by a 2nd UV set. This looks like what Crysis does. (clicky) I don't think there's any damage to the normals from stretched pixels, the final per-pixel normals are interpolated just like they always…
What if there was a robot sent from the future who's sole purpose was to UV map things? @ Malcolm - I have been guilty of the following in regards to semi-auto UVmapping: I get the mesh with properly UVmapped diffuse channel (with overlaps and shell stacking), dupe that UV channel, and scale UV's to mesh to make sure they…
Im facing exactly the same issues, followed a lot of tutorials on how to fix the seams and they are still there :/ Try taking a look at this maybe it helps, it fixed most of my errors but i still get weird stuff [ame=" https://www.youtube.com/watch?v=ntx10JMl9f4"]Fixing Lighting Seams in UDK - YouTube[/ame] Heres a…
so. im having a little issues. dont know whats going on. but when watching some videos on the net or pictures. they get these little artegacts.. the weird thing is that. they are like.. transparent pixels.. i tooks a screenshot of me watching a video on youtube i think, pasted it onto photoshop.. and if i zoomed to see the…
I just recently ordered 2 books that I'm REALLY looking forward too: Art of Midway: Before Pixels and Polygons - [ame]http://www.amazon.com/Art-Midway-Before-Pixels-Polygons/dp/1933492198/ref=sr_1_1?ie=UTF8&s=books&qid=1233880743&sr=8-1[/ame] Extreme Finales - Ashley Wood-…
Hello, I'm writing a plugin in Maya 2018 that both reads and writes data to a TGA file. My plugin creates the TGA if it doesnt exist, otherwise it will read from and overwrite parts of the image. My problem is that consistently, when I read from the file, the first four pixels are always garbage data. so I lose those first…
Its what you've all been waiting for: Meshes for all factions! ----------!Note!----------- This is not an officially supported resource. All included models are copyright to Relic Entertainment. The models are provided as-is for the purposes of enhancing this competition. These are only to be used for modifying Company of…
Hey polycount, I'd like some feedback on my most recent 3d work. I've created many swords over the past few years, but I think there are quite a few areas where I could improve. With that said, here's what I've got. By the way, this is intended to be viewed up-close, in first-person. Lowpoly: Sketchfab PBR:…
I've never written one and it's not my area so I'm to be taken with the largest grain of salt but I'll have a stab at this: There are many reasons but the main one is because they're doing a LOT of calculations. It depends on the renderer but when you set your sample rate you're essentially subdividing pixels. E.g. 4…
in max / simple Cg world: diffuse is surface with normal at maximum 90° to the light. beyond that (backfacing light) is ambient. so in opengl or whatever you will find two color values you can tweak for light and material: diffuse/ambient. which will be picked based on normal/light relationship. however as normally those…