well thats a hard one. basically a pixel shader is a program that is executed on specialized hardware (gpu) wich utilizes alot of hardware functions, to speed things up. you could execute shaders ion the cpu too, but thats slower. to change the apperience of the whole scene, you usually use deferred shaders (which is also…
BC5 is using the same memory footprint, just a different method for compression which instead of spreading the precision of the data representation across 4 channels, the algorithm focuses precision on just the X and Y resulting in higher quality representation of typical tangent normals data. In short, less data sets…
Just for the record ... are you aware that you can bake synched to UNity and UE4 directly from Modo 901 upwards with Farfarer's VNorm toolkit? I am using it at work to bake normal maps synched to Unity on a regular basis (mostly technical models) and so far did not encounter these shading errors any more. Though I also AM…
http://www.ps3informer.com/playstation-3/images/uncharted-tb.jpg http://ps3media.ign.com/ps3/image/article/789/789108/uncharted-drakes-fortune-20070516073337616.jpg those two shots show, that the drake model looks like it's about 10k and has one 2k texture .. I'm shure it's not only looking liek that.. I guess it's the…
The in-built polygon reduction is designed to leave as much flexibility in reposing the model as possible, for the purposes of animation and such. Once you are satisfied with your animations or new pose, further polygon reduction can be applied. The textures may or may not be suitable depending on the use of the model.…
Hey all I got back to this and fixed my lighting issues with the building the only issue now is the trees but ill be fixing that on monday since Im not at home to use udk Disting: haha yeah calatrava is def an inspiration for my architectural design but Im a bit more interested in algorithmic architecture and design some…
CrazyButcher do you generate the binormals/tangents yourself? We've been hashing lately over how to fix mirror-uv seams and other uv-translation seams, and came up with some hacks around the problem. Nvidia's Mesh Mender only got us so far, we had to add significantly onto it to get decent results. I kinda doubt a simple…
A C&P from a half written tech doc I was working on about uvs (and smothing groups) breaking the tri-strips [ QUOTE ] Many artists take the number of polygons in the model as the basis for model performance, but this is only a guideline. The real factor is the number of vertices in the model. As an artist your 3d software…
http://area.autodesk.com/mudbox_preview#performance_preview Saw this link on Tweak. Interview with Dave Cardwell and a small video demo of new features. GPU powered interactive HDRI and AmbOc on a 25mil mesh interactive in viewport. Crazy stuff. Photobucket link…
M8ym8, your UVs aren't the issue. This looks like a triangulation issue due to the concave polygon and the fact that each software is using different triangulation methods, so they give different results. The example below shows two different methods to triangulate a mesh. There are many more. Different triangulation =…