Texture atlasing in udk is only useful for procbuildings. Udk treats each section as a single drawcall and does not batch objects into drawcalls by shader. There is no speed increase or memory advantage to doing this. In some cases atlasing like this can confuse the streaming algorithm and cause issues.
Yep and that's why I use it It's opengl renderer is shitty and has a real bad "gamma" algorithm that washes everything out and doesn't really brighten the screen, hence I avoid using it to represent my q2 work btw, fixed the little uv bug
pretty blown away by ice, in case you haven't seen it in action there is a nice rundown of ice here http://features.cgsociety.org/story_custom.php?story_id=4595 its like midway through. you can even make custom cloth sims and algorithms.. this is pretty huge.
Hey, TheSplash! Would you be willing to show me your first image... the one which got poor results? If you could show it to me, then I might be able to improve my algorithm to handle it better, or at least offer specific advice about it...
I have made this pluging for blender: https://joseconseco.github.io/WeightPaintToolsDocs/main_pie/ It is quite simple, but gets the job done. And there is this addon form another dev: https://blendermarket.com/products/voxel-heat-diffuse-skinning That gives you better starting weights, compared to default blender…
I was actually confused about this as well when I started out. basicly Turbosmooth = Subdivision Because what it does is subdivide your mesh according to a certain algorithm. You don't need to write ones yourself (atleast I never heard about anyone doing this).
I saw it a while ago on the OGRE forums, its very cool and requires no extra rigging work, its done the same as normal hardware skinning (in the vert shader) but uses different algorithms, so the pipeline doesn't change, which is good. http://isg.cs.tcd.ie/projects/DualQuaternions/
@Japhir - magic of google's algorithm at work. It's more relevant than the Public Service ads because it is actually targeting something relevant to your location. They only have so many game related ad providers so at some point they go for the easy local sell.
A Master substance thread is linked below this has a lot of great examples or links for substances. It keeps on growing and a group of very knowledgeable people stick around to answer question including people from algorithmic Substance Designer. http://www.polycount.com/forum/showthread.php?t=129560
The humus article talks about tessellation. And there are several tessellation algorithms. If the model is not going to be tessellated, any method is valid. I use to use B in certain models (it's a way to have quads in a cylinder of parity 2), but for normal mapped models A gives me better results.