I find it more helpful to work with a pixel to game unit ratio. 4 pixels to every game unit. If you have a wall that is 256x256 game units then you go with a 1024x1024 map. It gets a bit more complex for other objects but in general if you hold to the same rules you can work out a map size, of course you are normally…
Sorry I tested that shader in max 2008, this version works on max 9 to. float4x4 wvp : WorldViewProjection < string UIWidget = "None"; >;float4x4 World : World < string UIWidget = "None"; >;struct app2vertex{ float4 position : POSITION; float3 normala : NORMAL;};struct vertex2pixel{ float4 position : POSITION; float3…
Yep, you just put a small tiling greyscale pattern in your shader and map it in screenspace so 1 pixel on the pattern == 1 screen pixel. if your pattern was 4x4 pixels you would do something like this (unless I fail at math, which I do): float2 patternUVs;patternUVs.x = (screenUVs.x/screenWidth)*4.0;patternUVs.y =…
Im using tiling textures on large rocks (think cliff faces) and there is a common workflow where when you still need to have edge wear on large rocks, you use masks in conjunction with your tiling textures so they can blend better. Then on a separate texture map you have masks for edge wear, AO, dirt or whatever else.…
More importantly that having enough/too much pixels to represent the detail, you need to consider how large these planets will be on screen. If the planets will be seen up close, and fill the screen, 1024 is likely too small, and if you're zooming in on them at all it is almost certainly not enough resolution, and you'd…
Displacement is NOT a replacement for normal maps for a variety of reasons. You still need those per-pixel normals for accurate shading. To replace normal maps with realtime displacement you need: A. Insane levels of subdivision to get to the pixel-level, to replicate the same detail as a 1Kx1K normal map you need 1048576…
Hello and sorry if this question has been asked before. I'm doing an "arcade" style skin for Syndra in the character art contest and I've used some old retro pixelated silhouettes as complements, like a pacman one for a buckle or a space invader to decorate the headdress. I would like to know if its ok to use old stuff…
Hey, it's coming along nicely. Here's a really old scripted render effect plugin that does the color aberration effect. http://www.pxfactory.eu/scripts/rgbsplit/rgbsplit.html The basic idea is to render the scene, then take that rendered image and split it into the three RGB channels. Take the Red channel and offset it…
Hello! I am a 3D artist, animator and graphics designer with 5 years of experience both in graphics design and gamedev. I'm looking for full-time, part time or even commissioned work. Portfolio: https://www.artstation.com/randomch1orine I primarily work in Blender and Paint.NET/Photoshop, though I also have extensive…
The relative density thing is a really good point. To give you some sort of metric.. The ideal from a rendering performance perspective is that no triangle is smaller than a 2x2 pixel area on screen so given an expected view distance/resolution you have a measure for how dense your densest geometry should be. Rather than…