PVRTC is 2bit or 4bit per pixel, but both these data rates support alpha channel. Most people use 4bpp, if Alpha is not preset in a 4x4 pixel block all the bits go towards RGB. But if you use Alpha, it comes at the expense of the quality in other channels within that 4x4 block. In some cases adding noise can improve…
Synaesthesia said: That particular error was based off the operator. XD Ha ha! The color that was being displayed was the color used for normals. The brush color when applied to the mesh in 3DO, is also the same color. Go figure, I wouldn't see anything. Ha ha! Anyway, I do have a new one that might need looking at.…
hmmm weird smoothing on your pillars..... ive had this befor.... looks like its smoothing from your low poly coming through, i wouldnt split the LM uvs here, are your LMs directional? what does it look like lit by a realtime light (this would test if its the asset ro the LM) some LM renderers dont take into account the…
Tracing is copying just done by hand. There's nothing wrong with using it as a reference and painting your own interpretation. We can tell the difference between the two, and if you're going to do our art you had better do it right. Otherwise, you're just blowing your chance. You can go a little crazy with your polygons as…
I worked this up ages ago as a critique of another artists model, in order to highlight the points I was trying to make, I remodeled the whole thing from scratch. On the bottom image I pushed the floaters away from the surface where they where just barely hovering so you could see them better. The advantage was that I…
man'o'mule: The fresnel term is really a 0-1 range based on the camera to surface normal dot product I think the math goes: (((LookDirection dot Surface normal ) *-1) +1) ^FresnelStrength Which, if applied to specularity or diffuse, makes pixels brighter the closer they are to being perpendicular to the camera's look…
Actually any card that does DOT3 bump mapping will do normal mapping AFAIK, its specular that you need pixel shaders for. I ran ORB(open render bump http://engineering.soclab.bth.se/tools/177.aspx On my geforce 1 when i had it tho it was very very slow. Theres also a program to emulate geforce3/4/5/6 features as well you…
Heres a method I use for this kind of thing. Be aware this was just a 2 minute example done on my lunch break today; normally I would put a bit more time in it. Make an overlay layer above your wood base and pick a color then with you paint brush set to all layers and about an 80 tolerance click somewhere on the image…
Hello people, A few months ago I built my own proprietary 3D engine in AS3. I built it purely to make games. And because it's proprietary and I don't have to factor in usability etc I focus 100% on speed. Dilligently. The results are good. It's significantly faster than commercial engines like Papervision, and actually…