Thank you so much for the explanation! I sincerely appreciate it. I've been doing Udemy 3d math for gaming to help understand this. It's helped a little. But I'm thinking I need to take a linear algebra course, which I never took in school. For context, I'm using the data to rotate a rocket and depending on it's tilt, I…
so my current project is this; my aim was to create something that was an extension of my illustration style ( http://www.medicinal-waste.co.uk ) merged together with what I do for a living, alongside making my existing style better through this technique. If you look at my samples on my illustration page, they are pretty…
It's a native look-and-feel UI with a 3D viewport embedded ( which you can disable completely so no extra rendering time will be used in case you want to execute just the HM2NM tool, etc ). I changed the right-collapsible window by floating/docking windows though... in that way you can move the windows with more freedom or…
Just don't close diaphragm beyond f5, contrary to what some photogrammetry advisers suggests. Tiny holes gives you less crisp results due to light diffraction. So f22 in fact gives you essentially softer image. Use mirror less smaller sized cameras and optic . Smaller the size of a lens lesser DOF effect is an issue, wider…
Why would everything be simplified ? Stripping stuff down like that is a cheaty way of faking stuff, not a method to do everything. Its not like geometry baked on planes looks any good. The vents are a interesting detail and add a lot to the shape. Cars in Forza 3 go with 50k Tris, if we take a train which is 10 times the…
I have been working on vertex blending for a while now, and this thread has helped me alot. I have taken the techniques discussed and added a bit more functionality to the shader that MoP was working on. I was thinking to myself, why not use the other 3 channels of the vertex color constant as inputs for other…
Wow, there are some great blockouts already! I'll start mine tonight or tomorrow, still need to finish last month's challenge :poly122: If you prefer saving your udk files into your project folder you can still do that! You just need to open your package(s) with the little folder button next to "Import" (below the package…
Update on the height and normal map. I worked on the cracks to make them less uniform and also the main shapes got a little attention. I made the cracks way more subtle and less uniform by masking them off using blending mid to high contrasted masks that I extracted from the "creased" noise with linear dode to reduce the…
I cant remember if i've brought this up but have the problems with metalness been reported yet? for example, if you have a dark surface like paint, and you want to add a thin scratch to this which breaks the paint and shows the metal underneath, you get a white outline around the scratch. I can set up an example tomorrow…
Good point, I have added it to the pipe line. I also know of lots of companies switching to Modo for UV creation as well as modelling. 7th Generation Pipeline for Vehicles/Assets 1. Maya/Modo/3DSmax - (model into game engine) 2. Headus UV Layout/Road Kill 3. Zbrush/Mudbox 4. XNormal 5. Mari, dDo, NDo, 6. Photoshop 7. Clean…