Hopefully this is right place for this... So, i'd like to know what are nice vegetation/tree/plant software kits or plugins that you may recommend as "light" solutions aka model output doesn't eat much RAM etc. I know that obvious recommendations are Arbaro and NgPlant, but perhaps anything else? Maybe with more…
That's precisely what I want to hear about! AR is a big part of the stuff I do at work, a lot of the current problems seem to be in calibration & synchronisation (and a lot of the solutions, given the fuzzy input space it needs to work with, are probably deep learning related). A number of the papers published at SIGGRAPH…
I don't think you are doing anything wrong, you aren't going mad. That's just the difference in the way the normals are weighted in the respective algorithm for weighting normals. I don't know about the 3rd party solutions and if they are up to snuff with Max and blender. I'm just here for moral support and hopefully…
Game dev is not kinda that home or really big on a mac so tools are more spare to choose from or simply not existent until you start a virtual machine with windows. Also UVlayout from headus is available for Linux - just not for the mac. The first tool that comes to mind is Blender with its ABF and LSCM algorithms its not…
While I have never baked normals in SP (never needed it for that to this day) I would assume that its baking tool is accurate since it has long been tested by now. So from there, a difference in result could be caused by the model not being triangulated before baking, with SP and Xn potentially triangulating things…
it doesnt matter if you need a low poly or a mid rang poly for animation ie with a smoothing algorithm on top. I'd do it like this: A/ sculpt the high rez in Mud box and maybe texture it. B/ Optimize the high poly in Mud box or another app like Mesh Lab. C/ Export the copy to an app where you can retopo and efficiently…
If you're feeling that brave I can suggest a possible avenue of research.. Look at straight skeleton / median line algorithms. They tend to be implemented in 2d and within a single ngon but will allow you to determine where intersection points between bevels lie on a given ngon. That information could be used to weight…
That's a little weird question. Synchronizing makes the normal map look right. Generation and display uses the same algorithm. With unsynced workflow, you have to break everything to get the less compensation possible, so the errors are less noticeable. With synced workflow, it will look good whenever you smooth everything…
In the game project me and my team are working on, we made our own terrain solution which uses heightmaps to set each individual vertex, for example a terrain with 512*512(actually its 513 but for simplicity i will use 512).Then we use a 512*512 heightmap and use the y values for height(x and z represent the verts in our…
They are many differences actually. The principal one is the Unfolding algorithm itself, which flatten the model without stretching. There are also very efficient tools for marking edges to be cut, like the shortest path with live previzualisation. You have also many tools for editing / optimizing / pinning / copying the…