there are a few ways of doing it. you can start with a larger texture and have and are in the center be the size of the final texture. then bring in parts of the texture into separate layers. then blend those layers together. you can use a layer mask or eraser to get rid of seams and stuff like that. change the flow…
Somehow that's a funny question, but i guess uv are not that intuitive. Well we need a support for storing the color data, right ? Something like a pixel grid ! What about a 3d grid of pixels ? (aka voxels) 3d textures exist. A 256pixels 3d texture is basically 256 2d textures of 256*256 pixels. 256*256*256 is a lot of…
sRGB isn't too hard, but most of the definitions are very technical.. because its a technical subject. Of course technical doesn't have to be dry and jargony, which is where they likely fall apart. The quick and dirty of it is: its an encoding scheme to make images look right on CRT monitors or old TVs. Its been around…
@poopipe all makes sense, thank you. Another question I was going to make a new post about, but it's related to this a bit. When making tiling textures like wood or a trim sheet, I've mostly always authored those at 2k because that works with my texel density which is often 512 or 1024 per meter for things Im working on.…
I'm having a hard time trying to grasp the tones of cel shading, they are so random and appear to have no continuity with each other. This is either a technical question or an artistic one, it's over udk, but not on how to implement it in udk, so I chose the parent folder. My cel shader in udk looks like this. Its a light…
As for the second part, here's example dotnet textbox: try destroyDialog test catch()rollout test " .NET Textbox" width:180 height:180( dotNetControl dncText "System.Windows.Forms.Textbox" width:175 height:170 align:#center on test open do ( dncText.Font = dotNetObject "System.Drawing.Font" "MS Sans Serif" 8 ((dotNetClass…
Hello everyone, So im trying to create a terrain in cryengine using a heightmap. I want my terrain to be 256*256 (1 meter) and import a highresolution heightmap that is 4096*4096. But i can't. I can only import a heightmap of 256*256.which doesn't have any kind of detail. If I want a heightmap of 4096*4096 i have to make a…
I once used a fill layer in the Photodhop with opacity: 6% and Fill: 4% . It crates an alpha value of 1 in 0-255 scale instead of pure black. Renderers usually just clip such a small value on its own or it's getting eaten of by texture compression I am not sure but never seen an issue in game. In Afinity Photo it had been…
I’m looking for an intermediate to senior freelance 3D Character Artist for a paid contract to produce a fully game-ready stylized character for Unity (Universal Render Pipeline). This is freelance contract work only — no rev-share, no royalties. 🔧 Engine / Pipeline Unity URP only SRP Batcher & GPU instancing compatible…
you could generate this with code or you could simply composite images. either way, the result will depend entirely on how you combine your gradients/distancefields/however you choose to think of it here is an example in substance designer. the maths translate 1:1 to any shading language and can be easily ported to code.…