Hi I was wondering if you could help me out with a viewing problem. In the viewport I get attached screenshot. Parts of the model disappear as I move around it.I've checked my face normals, all fine and I don't think its a far clip problem. My texture does have an alpha on it, but only in one part (tga). The model renders…
TL;DR latest version: model *Original post I've been
working on this thing here and there for a while now. Basically I wanted to see
what I could do with a low resolution texture and ferociously efficient uv map,
also I wanted to do something with that unfiltered texture look. I looked at buildings and streets in Taipei as…
Hey guys, grabbed the new version, curvature maps look very blurry from inputted normal map. So does my old trick of using heightmap with max iterations of 1. Also thanks for putting in the bilinear filtering into the 2D view, but it appears kind of messed up, it has lots of aliasing and shearing when you zoom the image in…
i think the dsta comes in about 25mb, then there's a couple of overheads. There's some vert colouring going on, but mostly its material colours that are auto-UV'd to a palette texture to get the drawcalls down. Then it's got an unfiltered, banded toon-ramp off the light direction, and a faux-shadow map on top of that on…
Fun with diffuse. Posted a previous WIP in the lowpoly thread, but I dunno if it qualifies. :P 1202 tris right now, will increase a bit as I add a few more hair planes and his whip. Texture is a 512 now, planning to go with 256 with 1-bit alpha for the hair and torn sleeves in the end. Quick question: How can I make…
Doing an lowpoly assignment in school with specific requirements: Max 500 tris with a diffuse texture at 128px. My concept is a main character for a handheld console of sorts. Its an ostrich that shoots Laser from its eyes! He is mad tired of all the other birds flying around, mocking him for his useless wings, so he…
for what? i mean 2d or 3d, and which export format and whatsoever [offtopic] also photoshop filter work "the normal way" which means it leaves out the outer rim (as large as half the matrix it uses) unfiltered, but for tilable textures it would be awesome to modulo the position by the size of the picture, so that a 3x3…
Thanks for the advices. I made the video a little more big than the DS resolution just for the preview. For the final result i will make it in his exactly resolution :) By the way, anyone know how to completely disable anti aliasing in maya? I try with low quality edge anti aliasing and " Nearest (Unfiltered) " texture…
It's easier to tear something down (admittedly more fun too =P ) then to build it up. So people choose the easy route and the internet acts as a catalysator pushing this to the next level. I would not give a shit about unfiltered comments that only bash, because most people who spit it have never really worked hard on…
There is some easier way to bake lighting in maya (look for mental ray batch bake), but yeah maya realtime rendering is pretty limited. You can activate shadows for directional lights in highquality rendering, but they're unfiltered (not soft). The best to practice lighting is indeed a proper game engine, but baking…