The basic idea is 100% green is perceptually brighter than 100% blue, so it gets a higher luminance weight. Grayscale mode uses the luminance weighting, but de-saturation uses equal weight per channel. Makes sense when you think about it, de-sat is doing just that and nothing else. More info, incl the weights...…
Ive just run a series of pretty exhaustive tests with simplygon 10 vs manual lods on a load of characters (we already know it can't cope with hard surface meshes so didn't bother there) TLDR : You'll get a better looking result doing it by hand for the same geometry cost - especially on the lowest lods Simplygon still…
I’ve tried many different methods of generating UVs, but nothing I’ve used comes close to Headus. I’m going to purchase it, but I can’t decide between the Professional and Hobbyist editions. On one hand I like the idea of not having to keep a dongle plugged in, but Professional edition does have Map Repainting, Advanced…
Hi everyone, this question is for anyone with the UDK love. Basically, I want to make a material that will start 100% opaque and end 100% transparent. It needs disintegrate in specific areas. I seem to remember a material that did this when a character would die in UE3 and the body would sit there, eventually it would…
today i did try on the transparencies but i cant get it to work properly in mental ray... the transp-map is 100% b&w and still on 100% transparency mental ray renders the map in a dark black... does somebody know how i can solve this??? in maya with the 2.0 hardware render everything looks pretty good but i would like to…
Imitating 100% is probably pointless, but transferring the useful qualities over to digital from traditional to digital isn't in my opinion. One of the qualities I like about traditional is the unpredictability when mixing pigments - when it dries it's not usually the same value or hue as it was when the paint was wet,…
I don't care about your resume's creativity. Read this article called 100% Clever, 0% Hired. https://deardesignstudent.com/100-clever-0-hired-77b8ad81ff7#.o52ltv9sm Just give me a good old black and white text doc about your employment and education, because I'm going to spend all of 2 seconds reading it anyways.. Combo…
Shoes defiantly need optimised, little dense for no reason. (0.4,0.1) and (0.5,0.1) the Uv is pinching. The shoulders also need alot of work too, i don't think it would deform very well as it is right now. In general just polycount optimisations would do it. Nothing overly petty but there's alot of wasted poly's and the UV…