in max / simple Cg world: diffuse is surface with normal at maximum 90° to the light. beyond that (backfacing light) is ambient. so in opengl or whatever you will find two color values you can tweak for light and material: diffuse/ambient. which will be picked based on normal/light relationship. however as normally those…
Make sure you have enough padding between the sub-textures. Like if you have a tiling wall texture next to a door texture, there should be a few pixels on either side of the wall which are only padding, like-colored pixels which help avoid seams when the texture is filtered down. For example…
I meant that once I have to use metalness I know I either have to twice the texture size or make the texture twice more repetitive. As of calling specular approach another PBR variant, I don't understand. Within that approach you can easily modulate the intensity of highlight by hand, breaking forced energy conservation…
I haven't been able to Check the full material pic but from the photobucket img it looks like The issues are you are using a world normal node in a chain that links to a pixel shader input. Udk only allows the world normal to input into a vertex shader input, which presently is only the displacement input. The second one…
Its a generally accepted rule to keep as few separate uv islands when creating a secondary lightmap uv layout. The reason being the more exposed sides of an island, the more pixel padding is going to occur. Add in mip mapping, and it can get ugly at times, where pixels bleed into each other due to insufficient padding. I'm…
I've tried every proposed workaround, reinstall, version, and i can't get the software to run after creating a new project. It crashes immediately after creating the psd. it makes the document size 1024 INCHES not pixels (73728x7372) pixels. I purchased a copy at full price to evaluate it for my studio. Hard when the…
I've been experimenting with the per-pixel painting in UDK (dec version) and I must say that its probably one of the biggest features added to the engine. Here is a video showing off one the usage you can make with a proper shader setup : [ame=" https://www.youtube.com/watch?v=oeKkPOmU91w"]UDK Realtime perpixel painting…
What can I say))) try work in mobile project and VR become very easy ) Polygons is not main pain, in common - shader complexity, how hard and how many shader operations used for 1 result pixel calculation (clean geometry with simple diffuse shader is very fast for modern GPU, even on mobile you can run 300- 500K triangles…
looking good maph :) I think his UVs could be a bit more optimised though, like his nose/nostrils look Pinched on your UV space and needs more pixels compared to his stubble and skin details, I would of maybe mirrored the ears and put the inside mouth on a smaller, seperate texture sheet as they are often reused and put…
HOLY SHIT textools is awesome. I need to hang out in techtalk WAY more often. autopsyS thats pretty much what pixel density is. there is a bit more to it tho if your interested. http://boards.polycount.net/showthread.php?t=35204 generally you want to establish a pixel desity standard- that way when ever you make an asset…