I'm pleased to announce the immediate release of Particle Projection for Adobe After Effects. https://www.youtube.com/watch?v=yA1Ymo9a-4A Particle Projection is a powerful After Effects plugin for generating complex particle arrays projected through the use of a displacement layer. Particle Projection can create stunning…
Hello Polycount! Me and my friend formed a small game company: ODDROK about a month ago, here is our first game: POWER HOVER. It's a action game about hover boarding robots! We are almost done with the game(submitting to app store as we speak, so to speak) so I think It's about time to share something on the Polycount as…
Hello everyone When I was working with hlsl I used to compile using fxc via proprietary tools. It helped me figure out the number of instructions, use asm shaders etc. Nowadays I'm working only in maya so the cgfx plugin was taking care of the compilation. I've been trying to use nvidia cgc (from the CGtoolkit) to produce…
So I was curious if you can instead of blending 2 height maps together, use one height map as the base and one as the replace map. Example I have a cobble stone texture, I want to blend in some sand. I want the sand to of course blend into the cracks of the cobble stone and fill up until it more of less hides all the…
This week we have everything from hard surface, to organic characters, to pixel art! Thanks for making this recap possible Marine! Mrskullface's has been working on his Nazi Smasher. Skeptical Nate's finished off another tower. Crazyfool's Ganondorf. Razorb's unfinished work (seriously!?) is looking pretty polished to a…
Hello, I mostly do C++ coding for computer vision but lately, I've been playing with game making. I came across the problem of generating curvature maps, and I figure since I can work with images from my CV work and read normals off of 3D models and normal maps, I could probably make a little program to make curvature…
Hello, you're welcome ! What an interesting series of tests. At the very least the cause is identified now, and it is definitely true that there is a wide range of setups from "best possible" to "worst possible" with these things. That said it seems to me that some pipelines should be able to display some of these bad test…
UV's don't need to be in the 0-1 space. Place them wherever you want and scale them up/down to get the tiling texture to repeat as much as desired. For unique details you could use decals, or create a second UV set that'll be rendered over the tiling one (just give the important parts UV space in the 0-1 range and mask the…