You don't have to make a whole game. In just an afternoon or a couple you can learn to do a quick rig with humanIK and then lookup some youtube tuts about the shape deformer. It's all a lot easier than you might imagine and playing around with it a bit will give you much better idea about how your topology will work and…
Gym three times a week. Go Tuesday and Thursday morning for an hour and then Saturday morning for an hour and a half. Keeps my mind clear and I don't burn out since I'm only waking up super early 2 days a week. I'll add in.. the morning routine is nice as when I'm finished @work/school I can come directly home and work on…
So here's an update of this project. I have mainly been creating more high poly assets and texturing the environment. I went about this by using tiling textures overlayed on top of the High poly AO and Normal maps. This has been done by utilizing 2 UV sets and merging the result together in the shaders in UDK. I understand…
Setting up Materials for Low Poly Presentation // 3ds Max: I have seen people make the mistake of not showing their characters or objects with 100% illumination. Or in other words, they are allowing the software to shade the polygons which makes everything look like garbage. It probably seems like common sense to a lot of…
hello after i saw some tech demoes of upcoming nextgen games and especially the order 1886 and deepdown i got inspired to make a phys based lighting shader, heres some screens: [IMG][/img] [IMG][/img] [IMG][/img] diffuse ibl: the shader has only two parameters..the rougness and the metalness of the material,u can assign a…
Lambertian term should output a value of 0.0-1.0 depending on how the sampled point is being lit. Use that value and feed it into the V-coordinate(or U depending on ramp direciton) of the UV-lookup of your ramp. Your would probably get color artifacts where values near 0.0 and 1.0 are. Set the ramp texture on the sampler…
you're right that it's all about communicating materials, and surface properties don't have to be 100% matched to real life in order to look right. that's why observation is always the fallback when you don't already have material value data. but materials are pretty complex, tons of factors can affect our references and…
Polygon paths? No, like was said, you use vertex blending, never extra geo. And just have your textures all as 100% self illuminated (under blinn basic parameters). by setting it to self illuminate that way its actually just using the vert colors to light the scene, and sense by default all verts are white everything looks…
@Eric Chadwick One more thing - do you happen to know how most people shade dynamic objects when they fall into lightmapped areas etc? I've played a couple of mobile games now that have obvious lightmaps and fake shadows for the player, yet the player does get shaded in baked shadow areas. There's a couple of possibilities…
With standard mipmap generation there would be inconsistencies in the results from 1 position to the next, but with some tricky offsetting during the mipmap generation and lookup you can fix that. It does kind of break the last couple mipmap levels though, but thats not really a problem with multiple cascades. What i mean…