the problem, as far as I can tell, is that you are using a very limited range of color in your lightmap (let's say, from 0 to 20 rgb). But then you're expanding that range back up with realtime lighting / post process / whatever. So you're taking 0 to 20 and turning it into 0-100. The result is gonna be banding. Here's a…
1. Please join my Webinar. https://www1.gotowebinar.com/join/346846121 2. You will be connected to audio using your computer's microphone and speakers (VoIP). A headset is recommended. Or, you may select "Use Telephone" after joining the Webinar. Dial 916-233-3088 Access Code: 433-432-092 Audio PIN: Shown after joining the…
Codecademy must be playing with their lesson structure right now, because I don't remember going through such tough ideas so early. Math.pow is essentially what you're creating, but what they are trying to teach you is the concept of recusion. Recusion is calling a function inside itself. I think one of the better and…
It could be a gamma correction issue, you can check by applying a texture flooded with a 128, 128, 255 red-green-blue color. If there is still a discernible seam it is most likely gamma correction doing something funky. Gamma correction is confusing to say the least so here's some official documentation on it…
In general, map vert coordinates: meshop.getMapVert obj channelID textureVertID vertex colors: meshop.getMapVert obj 0 colorVertID -- multiply by 255 if you don't want 0-1 range Note that vertex indices will match geometry indices only in some cases, there can be many mapVerts per one geometry vertex as well as one mapVert…
in my country minimal month salary is 529 BAM (which is 323.51 US dollars) avarage month salary is 800 BAM (which is 519.20 US dollars) so one working day (8 hours) is arround 20 BAM (arround 12 US dollars) one hour would be 2.5 BAM (which is 1.53 US dollars) The client is not remote, he's from here but also i would like…
Model Breakdown Tri Count 25K Complete. (23K Flyboy 2K Gun) Hand Painted Textures Head , Body 2048. Hair 512. Gun 1024. Diffuse, Specular, Gloss and Normal Maps. With just Normal Maps Gun Wires Textures (Diffuse and Normal Maps) Enjoyed creating this character from my favourite Horror Film. As usual upon reflection there…
Once you've got these bad boys done, I can help you get them into Source with all the updated shader stuff if you like. You'll need a normal map with the spec map in the alpha channel as a bare minimum (the normal map can be completely flat, just a fill with 128, 128, 255 is fine), and the diffuse map as well. You can also…
Hi everyone, I just joined the site as well. I started with 3DS Max R2 but went on to Maya since 2.5. Strictly speaking from an artist viewpoint Maya has the upper hand over Max when it comes to interface usability. Max definately has the advantage in rendering, lighting, maybe even modeling (Maya has NURBS though). I…
The specular mapping in that engine is soo overblown, that everything looks like cheap plastic. Naah, you just have to keep your spec maps really dark. I think they appear about twice as bright ingame as they are on your specmap (and remember that they are added to the diffuse lighting!). Just keep your values very low…