in Unreal that's called zdepth bias, it's the same technique of soft particles, it's a considered cheap nowadays method to blend things that are near each other and you can use that as a lerp mask. It's one of the reasons I'm in favor of graph shading freedom to the artist. But there's always a negative point to it, the…
In addition to Rick's crits, I'd narrow her upper thighs, and increase the size of her hands. Concept is pretty rocking, know who it's by? Right now she has no ribcage. The torso tends to have a bias towards the back. From the top it's slightly triangular, with the point in the front. It's because of the lats and the…
AO maps are meant to block ambient light only - hence the name "ambient" occlusion. Some original uses were in the movies, where they would scale back the HDR light sphere (probe mapping). Regular lighing is still applied as usual. In the tests I've been doing, I've been using it similarly. We are using SH to represent our…
I think it's good to have at least looked at all the major apps and be familiar with at least their superficial features and limitations. That way you can put on your resume that you are at least familiar with the app. It will help answer the lingering question: how much does this guy already know, and how much are we…
Hello polycounters, I'm having a strange problem regarding how the normals are shown in Toolbag, I made the textures on Substance Painter and exported them to Toolbag, as you can see at the image the normal map behaves in a strange way, causing a hard color change that makes the seams too noticeable. I tried changing the…
Its that time again where I turn to polycount for advice. I generally try to focus on taking out pieces that are bringing the quality down. I am a bit bias since there is generally an emotional attachment to everything I do, so I wanted to turn this question to you guys once more! Is there anything that sticks out that is…
With verve, tarons free dynamic fluid simulation app. I found my way back to sketching. From watercolour to thick oilpaint it's fast and fun. The brush system is very easy built - on the first view. Changing the bristle size and numbers and bias leads you to thousands variations. A few bristles and thin bristle size and…
Oh, another thing if you're doing it half-lambert, it needs to be squared. here's how the code should be all-togetherfloat3 DiffuseTerm( float3 worldNormal, float3 lightDir){ float fResult; float NDotL = dot( worldNormal, lightDir ); // Unsaturated dot (-1 to 1 range) if ( bHalfLambert ) { fResult = saturate(NDotL * 0.5 +…
Ok I have found a solution of some sort which is that I adjusted the depth bias parameter from -0.00060 (default setting when decal is applied to a surface) to -0.00010, which seems to work especially from the distance that I wish to view the decal at. Having said that, if I were to fly up and move even further back the…
From what I've learned, constructive crits from the smart people will help you learn what to improve.. pretty obvious. It's great/it's shit comments from the uneducated masses are a thermometer: Hot/Cold and until you have the water running a steady warm then you don't have it down. The crits here will usually be along the…