I would use a simple approach. Basically all you have to do is : ( 1 - glossiness ) * numofmipmaps. In my case it's 7. My setup : If your are using phong or blinn you might want to multiply your glossiness by 128 in order to get a range of 0 - 1 to avoid value like 180 or 200. But with a cook torrance or a spherical…
Hey guys I'm compiling a list of things in ZBrush that I wish were done better, and things I consider to be bloat or just not really carrying their weight, curious what sort of things come to mind for you. Happy to talk about the good things too though! I might be working on something.. cons - constant document resizing,…
[LAST WIP] [/LAST WIP] I'm working on a new environment inspired by the typical architecture of romanian buildings. It's still early wip, i am planning on adding some vegetation, more props like trash cans, light posts and garbage on the ground, maybe some bigger puddles and more decals like graffitis and more grime.…
Useful for creating facial rigs, this JUST builds the sticks, it doesn't link them. I still need to tidy up the linking code (it works now, but it's still hardcoded in places), I'll post it when I get a chance. The fairly step by step explanation of how I went about this is here:…
Tried several games now trying to find something as fun as this, have been playing it vs via WLAN on the train home - anyone found anything that comes close to the same level of fun factor as this?
Well let's do the math here. Assuming DXT1 as a basic texture format, normal map specific formats might be smaller as they're optimised for unit vectors. http://en.wikipedia.org/wiki/S3_Texture_Compression#DXT1 16 pixels per 64 bits of data. 512x512 / 16 * 64 / 8 = 131072 bytes. Let's add mipmaps. Total comes to about…
I am a bit puzzled to figure out what's your issue with the sphere here. Usually people just do geosphere from Max or isosphere from Blender, or just subdivided cube , make a seam along equator and relax two circular uv islands a bit . it's not a big difference really. Then you bake whatever hires mesh you have. Normal map…
Hi It's been a while since the last time I posted something but here is my issue. I'm trying to model a circling path and texture it with a tiling texture in 3DS max. But I get a lot of deformation in my UV and i'm looking for the best solution. I'm trying to keep the planks parallele. And I don't have the finest idea how…
What I am trying to do is unwrap this corner piece and use the same texture for the floor that is going straight. It seems like no matter what I do I end up with horrid stretching. Is there any way around this or will I have to create a separate texture for this piece.(Trying to reuse as many textures as possible)