People who say the hoi polloi are actually making a grammatical error as hoi means "the" in Greek But its been accepted into the english language as hoi polloi. But some argue that the two words should be joined together or hyphenated to make either hoipolloi or hoi-polloi. Kind of like we do with Algebra and Algorithm. :D
Hello, true GI is an 'interactivity killer' but yes we want it for the final renderer, there are many features with higher priority however. Current AO is neither raytraced nor SS :) it is a very interesting method but has its problems. New SSAO algorithms are becoming better and better and we plan to implement some soon.
compression algorithms like power of 2 a lot! most used format .dds only supports power of 2! mipmap generation works better with it too!... there are many reasons why u should use it and moreless non why u should not.. this page maybe worth a shot http://tech-artists.org/wiki/DirectDraw_Surface cheers next
It's great you're sharing your texture resources! I would suggest spending more time on refining your tiling approach. The repetition within each makes them not very good for texturing. Can you refine the process to reduce this? Maybe start from larger swatches. Maybe tweak the splatting algorithm. Hope it helps!
Looks like corrupt surface normals - I don't know exactly how the turbosmooth algorithm works but it looks like the smoothing is happening almost in the wrong direction. Time for the good-old standby of exporting the mesh as a .obj with as little data as possible, and importing it again to clear 3DS Max state bugs and…
It's like I said above, you can't expect production topology when using booleans. It just doesn't work like that. The boolean algorithm is tessellating the geometry dynamically, in real-time, updating the topology with each operation. As a result many poles and triangles are required to do this. What software are you…
Most game textures are output at less than 8bit per channel but the compression algorithms (at least where I work) seem to respond better to 16bit inputs than they do to 8. The photoshop thing is a legitimate reason to not use png. I forget people still use the horrible bloody thing for texture generation
See if you can create a great character model faster with 90%+ SubD modeling. I'm no expert, but I definitely see your point, SubD is fast and accurate; however, Zbrush can give you a certain freedom that is useful for exploration. With new algorithms, the retopo process will evaporate over the next few years.
Holy hell - it's THAT Toonz? I do remember that back in the old SoftImage days. I spoke to an old studio colleague about this and he said that he remembered Toonz having a sub-par regioning algorithm back then (compared to Animo) meaning lots more clean-up afterward. Looking forward to giving it a go.
@Klaus Hustle Well if they all are going to be sharing one texture sheet, I would suggest keeping them on a single texture set within Substance Painter. At the moment it is not that straight forward to combine different texture sets out of Substance Painter, even if they share the same UV tile. So if you switch to using…