You should try to find more reference of this location, so you can see it from different angles, closeups, without the motion blur, etc. One image isn't going to give you enough information, especially when you're just starting out. A lot of reference is key! Landscape in games typically mixes two main techniques...…
Substance Designer is all wrapped around basically two things: randomly or otherwise orderly placing distance blobs or just small pictures and doing per pixel UV shift aka 2d displace in Photoshop. Sometimes that shift comes in a repeating loop like "slope blur". Before they used FX-map node that control small pictures UV…
Unity is setup by default to 1 unit = 1 meter. http://wiki.polycount.com/CategoryLevelDesign#Units_and_Scale How you set up the UVs is completely up to you and the needs of your project. It helps to set a goal of how many pixels per meter you want, so you can try to maintain an even pixel density in your scene. Something…
The way I understand it is that any triangle is rendered 2x2 pixel quads at a time. So you if you have a long skinny triangle those 2x2 quads are going to hit maybe one pixel the entire length of the hypotenuse of the long skinny while overdrawing 3 pixels for each quad. Kind of like estimating a limit going to infinity.…
What is the deal with word, all I want to do is import a .jpg file and have it show up in my document at the correct size. This has bothered me for years, I insert the image and it shows up at some random larger resolution and looks blurry. And on top of that it claims to be at a resolution of 100% so there is no quick way…
Trying to figure out the textel density of the following. Texture is 2048, units are cm Using an already created model with textools I get 1458 pixels and 83 units. Im unsure what to take from this. Does it mean the combined square area of the pixels is 2952 without spacing? So should I be divinding 1458/83 to get the…
EQ has asked me to lay some programmer shit on you guys regarding texture storage in real time renderers, so here goes. Some common textures formats: * DXT1: 4 bits per pixel, typically RGB only * DXT5: 8 bits per pixel (4 for color and 4 for alpha) * L8: 8 bits per pixel, uncompressed grayscale * R8G8B8: in theory 24 bits…
Hi, i have a problem for which I can't find a solution. And my own experience with Designer is not big enough to solve it by myself. My project has the dimensions 512x512. I have (successfully) created the usual maps (PNG - AO, normal, curvature, opacity etc). In other programs the maps appear completely correct…
Have anyone ever managed to do cryptomatte AOV reader in SD? Is it at all possible ? If I understand it right Cryptomatter writes/stores somehow multiple ID color values and its weight into same pixel. I never managed to learn how further extraction goes exactly. My guess it should be using some range separation or…
The main goal is to have relatively cheap sort-free pseudo transparency. Anti-Aliasing would only "smooth" the geometric edges of triangles. When using alpha-tested effects for foliage/hair and whatnot all the "edges" are actually inside the triangle and therefore would alias (full pixel is either 100% in or out, not like…