@perna I think there are still major advantages to using FW Normals, some of which are covered in this thread. Earthquake goes over the advantages of reducing normal map gradation (which fw normals would do, at least on larger faces where any artifacting would be more noticeable). I agree that there's an inherent cost to…
Believe it or not, "what sells" is determined by algorithms that trawl the internet to work out what is currently trending and likely to be popular in future. Bigwig directors use this information to ultimately decide what games get produced and which do not. The hilariously obvious result is more of the same on the…
When thinking about triangulation, remember that : - If you don't have control over how a given environment picks diagonals (shortest distance ? lowest curvature ? random ?), then they'll probably be picked differently from what you want. - Triangulation affects surface quality. With that in mind, one way to fix it ...…
This is a sweet thread, lots of useful stuff. It would be cool to see more learning resources about general programming, common practices, algorithms and math/trigonometry/physics related stuff, not necessarily particular engine/library or even programming language-specific. Seems like there are tons of libraries that deal…
In modern game engines you can use tone mappers as a post process after rendering. These allow you to use more realistic lighting values in your scene. Without the tone mapper your image looks completely blown out, but after applying the effect you get a realistic image with the proper contrast you'd expect. There are…
Unfortunately, as far as I know, there's no perfect solution for this kind of situation due to how the CatmullClark smoothing algorithm works. I suggest you start with a new cylinder with at least double the subdivisions of the current one (maybe even four times so). I see you already subdivided some areas in half: this is…
"Mathematical maps" like normal maps or gloss should not be read in the same gamma space as albedo. Pretty sure there would be 4 lookups anyway. Normal maps may benefit from better compression algorithm aswell like 3dc. You'd need some more instructions in your shader to define the number of row/columns, and/or add new uv…
Material Distribution Algorithm After setting up the skeleton for the tool and placing the first stand-in meshes I started working on a material distribution system. If you look closely at the concept art you will see that materials are not scattered per face or randomly, but more organically. That means for example one…
So why do triangles deform worse than quads, if quads are nothing but 2 triangles and will be 2 triangles once in the engine anyways? This whole issue basicly only applies to SDS modelling as triangles there can totally become a problem with the topology as triangles, ngons or poles can have bad influence on the stretching…
what matters in this case however is packing at non square target layouts- so the packer algorithm has to understand what target proportions it should aim at + not scale down any elements- just movement - retargeting or scaling proportional is done later with upscaling the texture resolution as well. For now just a packer…