That generates vertex colour data. no uvs needed. For generating cavity/convexity data you'd be better off with a modifier like tension http://rpmanager.com/plugins/TensionMod.htm Its much faster than a script. or use XNormal. Both will generate the data with no uvs on the HP mesh
Using the Base Definition material under the Stylized Smart materials will generate wrong edgemaps when using the Flip Normal Y Option in the material. The edgemaps generated using these settings look wrong. It looks like Ddo is not adjusting to the flipped Y channel, meaning it will generate cavities instead of highlights…
A little while back I posed a question to my artist friends on facebook regarding the color of shadows in general. I was wondering if you would care to comment briefly on the question and some of the answers provided. If not, perhaps at least the conversation will be amusing :) Conversation went as follows: Me - Quick…
Hi! Perhaps create an atlas of the front/ controls and planar project UVs. Extruded geometry used to detail closeup meshes could be mapped to some generic texture patches and removed for distance meshes. There was this thread recently, illustrating this on a flare gun handle.
As I have stated earlier in this thread, procedural generation is a means of generation only, it doesn't save you any ram. Once the object/whatever is generated, it must need stored in ram. You can save disk space here, but its moot if you cant fit it into ram.
use render to texture to generate your AO maps the same as you do for generating your normal maps. just select complete map instead of normal. then overlay your AO maps generated over your diffuse in pshop and mess with brightness/contrast and opacity in the layer settings.
Seniors are generally more experienced; the same way standard artists have seniority over junior artists. There's no hard and fast rule as to what defines someone as 'senior'. Lead roles generally involve management of other artists - senior roles generally do not. Therein lies the key difference.
not sure what there is to talk about this tbh. Anyone can say anything on the internet, and this is on the same level of pettiness as Elden Ring players saying you haven't ackshually beaten the game if you use spirit ashes. If MrSpug is a developer, he hasn't said anything that would damage the reputation of his company or…
Hi! Multiple ways to get a gradient mask across meshes, to then use in the shader to modulate values/colors. For example the gradient could be stored in a UV set, vertex color, generated from the y-pos in the shader, ... The way to go is something you have to decide on.
So it's University Application season down under, and I thought I'd just ask for some advice before submitting my preferences. Reading through the material on this forum, the general consensus seems to be not to go to a University for an "Animation" or "Game Design" course, and instead hone and develop your skills through…