Luxap - Thanks for the comments! More to come Mr Smo - You're welcome and thanks for stopping by! shinobix - Thanks! SaferDan & MeshModeler - Won't go to in depth right now and I'll make a proper breakdown when I do get time but here is a screenshot of the modifiers I use and how it generally works. I noticed now after…
AO should only really occlude indirect light so that is a bit shonky. The rough metal ball is a grey area I think - appearance will depend greatly on what they're doing with the microsurface light scattering calculations and what they're doing to the IBL in it's way through the Shader. Once the metalllc map becomes white…
Hi, light measurement can be a little confusing because Photometry, Radiometry and common language overlap to some extent. In example Brightness is a perceptual concept tied to the perceiver. The Photometric unit you're looking for is Luminance [cd/m^2], where cd are candela, measure of the Luminous Intensity and m^2 are…
Johnny, I love the reply you posted. It pretty much summed up many of my thoughts. I find it extremely pathetic that this 'journalist' did not bother gathering any real facts, and just assembled is random theories to create this trash. And I have to say, I'm a software developer, making much less than he stated in the…
Hey fdfxd2 that's a good article on washington post but I wouldn't say that article is unbiased, its very hard to find any completely unbiased information on this topic as a lot of it has to do with different experts interpretations of data and the public's own personal convictions and predictions for the future. Its very…
You mean object space, local space is actually another word for tangent space(see: idtech). But you're right, object space normals can't be mirrored unless you have a special shader set up to do it correctly. Rotating your mesh(in your 3d app), or creating rotated instances doesn't work even if you have a shader that works…
Also look at the detail level needed for film and the one needed for games. If you are just sculpting or just texturing then its expected that you actuall spend those '10.000 hours' doing it, while for games you can't go into that level of detail due to technical limitations ('real time') so putting that much time in a…
Thanks for the response. I have textured in the past using tiles but I was not really sure if I was doing it correctly or efficiently. To sum up how I did it I assigned each section a different material and went from there so I was working with clusters. However I am not entirely sure how this would display in other…
Since you said the amount of frames shouldn't be the issue, I took a look at the large sum of object that make up the character. And then I realized that I could just combine them all and it'd be exactly the same. All of the armour bits are separate objects, so I thought it'd be easier to have them separate so I could just…
Yeah echoing the general price point sentiment but considering ADSK's aggressive "Marketing" policy in terms of 'optimising' their product line profit margin of late, I mean quite honestly at the end of the day couldn't have come as any great surprise. I also remember reading the initial beta testing results blogged by the…