Polygonal modeling is straight modeling with surface shading based on hard/soft edges or smoothing groups (wysiwyg) and sub-division modeling is modeling with the intent of using a smoothing algorithm that results in hard/soft forms based on either creasing or control/in line edgeloops on the cage mesh. In game asset…
Reuping a old post but I have the same issue when there's too much alpha in my scene, it create black artifacts. I use maya 2015 with the viewport 2.0, it's not the near clip either. Anyone know what to do ? I think it's the depth peeling that create that but if I use another algorithm nothing work the order of object is…
Assuming UE4 triangulates the NGons using a max area algorithm, it could be saving loads of performance vs a clean looking remesh of a similar tricount. This gets passed around polycount every year or so. Guess it's time again. But in a nutshell, the more larger triangles you have, the better the perf.…
Thank you Matt, you nailed it, the principle in this case is similar to the function you want to write. From a starting condition, create an algorithm that in one cycle gets the neighbour elements you need by walking through elements in relation to each others, then iterate it until meet the ending condition. Let me know…
No I'm not. I'm using the August build. Maybe I should update... And what kind of settings are you talking about? I know that Epic added normal map data into baking algorithm, but that's about all I know. I guess I should've looked through UDN and Lightmass settings before posting. I'll check it out in the morning.
You're Awesome! <3 So how would I go about programming the file converter to factor in the tri-stripping so I can convert to OBJ? I've programmed it in C#, I understand probs not the best language to use but it's just file I/O so didn't think much of it :') is there a specific algorithm I need to use?
This is what I imagined Modo / Mesh fusion sub-d tools - check Zbrush sculpting / dynamesh tech - check Headus UV Layout tools and unfolding algorithms - check 3D Coat painting / retopology tools - check Baking tools with the quality and versatility of Xnormal and the speed of Substance in a magical universalized tangent…
If it costs the same amount to buy ZBrush Core and later update to ZBrush Full, it's a great option. I wish more companies would offer upgrade paths like that, also like Algorithmic's rent to own with Substance Live. I would definitely consider buying it if that was the case. ZCore is perfect for people that just want to…
Because you can make money off of it. Don't get me wrong; CrazyBump is a great program for many things. You have to remember, though, that at a fundamental level it's doing the same kind of math you can do in Photoshop. After I got into image manipulation I realized that all of these algorithms require the same fundamental…
DDO currently only uses curvature input from the normal map that was provided or a custom curvature map. There is no other way to use a curvature map as the program stands currently. If you're specifying a custom curvature map, the problem is likely because of that - as I mentioned in that quote, the algorithm is…