With tiling textures, you still keep your shell within the 0 to 1 space because the texture tiles. There's no need to go outside, it'll just be the same texture. Tiling just means repeating in a direction. Tiling textures repeat in U and V directions. Trim textures usually repeat in one direction, either U or V or Harry…
Hi everyone, Its my first time here and I would like to simply introduce myself by showing you the latest project I have done at school this 4th semester. [ame= http://www.youtube.com/watch?v=xRHXjpS7HD4]Watch Beach Here[/ame] The goal of the project was mainly to have a nice scenographic composition using only a handfull…
There isn't really any hard rule. I would say if you have an object that only occasionally appears with other objects leave it on its own, the exception for me might be if it is a weird UV shape that wastes space you could throw a few other things onto there. You also have to take into consideration that some engines might…
Day 1 Challenge: Choose a plant and make a "finalized" prop. Time: 90 min So day 1 I decided I would do something relatively simple. I chose a seemingly simple object and decided to see how far I could get the object to a final state. I gave myself 90 mmin and did no research ahead of time as to what type of plant or pot I…
afaik, you wouldn't need to involve Zbrush in the high poly - low poly process at all. My take on the workflow would be export the Zbrush high poly sculpt as an obj, export the low poly in the relevant file format, and then using XNormal place the high poly sculpt in XNormal's high poly object section, place the low poly…
What kind of physics? For gameplay related things like player movement I think its usually done by each player submitting their position and velocity at set intervals, and maybe also when the player changes current movement keys pressed. The server would then send that info to all the other players and they would update…
Well that works, but it doesn't really help me speed wise. I combined my objects all in one scene, keyed the visibility and a camera on each frame I wanted to render, so it rendered out 15 in one batch render. I was hoping there was some sort of channel override similar to how there is a material override in render layers.…
I usually take a moment to figure out which objects I want to have higher resolution, mostly on the upper area of a character. It's obviously easier to give higher density to objects that are a separate element like the hero's shoulder pad. But for a body that has no natural seam, it would be more difficult. So I actually…
From what I understand of Lightmass, all shadows are baked. However the "dynamic" appearance of the world shadows on the dynamic objects is achieved by projecting the static lightmaps of direct lights into the dynamic light environment of those objects. So while it's not a true dynamic shadow in the traditional sense, the…
good point shepeiro, but we dont know if they do lit dynamic objects that accurately or if they use something more simple... thesplash, thats what I tried to say. If you have shadowmap info, you can apply it on what surfaces you want, how you want. You will need depth rendered from "sun" with the current scene (dynamic and…