i wrote an erosion filter based on my old tv3x project it seems to work http://dl.dropbox.com/u/1484680/polycount/erosion.zip there is an exe in there, and putting a bmp on that might end up in a result
update: changes:* added different blend mode for the AO and edge glow pass * shading for the cube faces * per voxel color id demo under same url: http://www.renderhjs.net/bbs/polycount/voxel/dmo02/
Just released another Photoshop Extension called Normally Panel, some handy buttons to help people when they are doing Normal Map editing/rotations in Photoshop. Normally Panel Polycount Thread. Here's the gif of it in action :)
Hey Eric, I was just talking about this: wonder what you (or others here) think about it; how rare are good TA's? Are they hard to come by? Seem to be quite a few on Polycount here, but you can't really go by that.
I think some of the stickies were actually removed from the top of the section since yesterday. Maybe the Polycount overlords are making room for something?:) This is a great thread idea and I've enjoyed reading it so far. Hopefully it continues to grow.
:( Tech talk thread seems lonely. Anywho worked/finished my post process anaglyph shader. Older image and got the stuff on the right fixed thanks to an old grad from college (dont know if he's on polycount) and was a simple clamping of depth map. Anywho less talk
Super awesome stuff ravenslayer and prototyp3!! OK I'm now doing this.. next game will be for pc/mac, multiplayer, 3 tribes, infinitive world. Working with the freshly released bolt network engine which is just bowchickawowow and the infinitive-tile-based-world already supports polycount green.
A free tool for Blender 2.8 called AssetGen, it will send your high poly into your game engine in a single click, it will do everything automatically for you (reduce the polycount, uv mapping, baking, material creation and sending your asset) and you will be able to update your game asset quickly:…
Post RBD Sim Cleanup Tool - HOUDINI (Optimization) This video demonstrates the purpose and effectiveness of the tool made on cleaning RBD Destruction Simulations (Houdini) to be used in Game Engines. In this case, I am targeting Unreal Engine. Check out the video and let me know what you think! :) PS: This is my first post…
@CrazyButcher: Thanks, I looked into a couple of PDF's and although I don't understand what is written in them I understand what the example pictures in them do :D I think it is much more simplified but it works well and fast: demo: http://www.renderhjs.net/bbs/polycount/voxel/dmo02/ keys:* d key = debug on / off (see all…