There are ways to generate a depth pass from video, like here: http://www.yuvsoft.com/stereo-3d-technologies/depth-propagation/ But that requires the camera to be moving because it uses the parallax to calculate how distant objects are. If you just have one static image the algorithm has no way to know which pixels are…
It is the same mathematical model for reflections (GGX) but not the same algorithm to compute the lighting from the environment. UE4 uses prefiltered environment maps, which is faster but a coarser approximation than the importance sampling method Substance Designer and Painter use. Theoretically, both methods should give…
Version 14.02.21 is available! Some users mentioned that they were having a hard time getting nice fade-ins with pressure smoothing. After a bit of experimentation, I was able to slightly change my algorithm to help provide better results! I've also tweaked my Photoshop integration code, to try to reduce the occurrence of…
Tga doesn't support high bit depths, Jpeg uses lossy compression and doesn't support high bit depths They are both shit, don't use either. The textures are compressed by the engine so their size on disk has no influence on how much gpu memory is used. The higher the precision of the input data, the better job the…
Love the animation of the eyes, very nice work. Really sells the characters! I'm curious if the conversation engine will be switching the camera so much during the actual gameplay, I'm thinking it could be a pain to watch, unless it's done really well. Do you think someone manually added in each set of camera moves into…
No problem. I do use it, though I haven't been using it long. Started with it around the beginning of this year. Its been great for the most part. Best modeling tools I have found so far, the UV editor makes it an insanely quick process and the retopology tools are great. Everything you need for the most part exist in one…
Hi! After some abscense from modelling/general 3D I got inspired by a music video , that the youtube algorithm recently threw at me. Part of this private project is the main figure, a "cultess". I'm slowly getting the vibe of finishing at least the character for the first "scene" and wanted to ask for some critiques/ideas…
Nice, Iooks like you're using Max yeah? Question for you bro, do you use quad chamfer modifier for high poly phase? If so, do you use the one that ships with Max or the one from Marius Silaghi? I think Marius plugin looks like it has a superior algorithm to Max's version I mean its only $40 so it shouldnt be too much of a…
There is no backface. There is point data and a computed normal. When you have single sided materials the rendering routine culls all faces that face away from the camera. When rendering doublesided it doesn't. It just renders all faces in the object. Most shadowing algorithms rely on a face normal (The averaged vertex…
I wonder whether some method involving an ambient occlusion style calculation to control the texel density would work. It would obviously be a custom plugin but my first thought of an automated algorithm that decides what scale to have a certain polygon is, would be "how visible am I?". If it's hidden in a nook or cranny…