I've seen this formula floating around Specular (f0)= ( ( IOR − 1 ) / ( IOR + 1 ) ) ² that puts acrylic (IOR 1.49) at 0.0387 which is 0.5 which is what everyone works with.. (the 0-1 range in a specular/specular level map being 0.0 - 0.08 normalised)
Looks awesome :) If u'r intrested in supporting FDF mod for Project Reality, pls come to #prfdf @quakenet... More info: http://www.realitymod.com/forum/f388-pr-bf2-community-modding/93013-pr-fdf-hilight-reel-1-1-1-2011-a.html
sounds interesting g3l, someone should do a short tutorial on this, my workmates have been trying to use 1 unity file on a server at the same time(1 doing art 1 doing code) and Im pretty sure its not working quite right.
2048x2048 doesn't make sense for a sky hemisphere, 4096x1024 will use the same texture memory but will map much better to hemi. Correct: Wrong: You'll get much better horizon detail with 4:1 vs 1:1, for the same amount of pixels/memory use.
This might help https://www.3d.sk/photos/search/query//thumb/small/standard/1/premium/1/category-5/21-30/category-115/Woman/category-139/T poses/category-145/White/category-169/Nude/page/1
but i dont know how to make it modular. just having few assets for walls, and floors, that wont make it. that works for a house i think. with walls looking all the same . but not here. here look at the first pic, the 1. that is a hero asset. i cannot make this modularly inside ue. just no. i want all the nice bevels u see…
the simplest thing to do is chuck a world space noise texture or two in there to modulate your texture masks you can do cleverer things but theyre all based off that principle This is a quick mock up in designer (the noise and incoming gradient are both moved to -1:1 range, added together and the result clamped between…
The Photomerge tool in Photoshop is great for normal panoramas, but it cannot stitch fully spherical panoramas. (This will be added in CS4). Don't even spend time on the mirror ball technique, it's a lot of work and the results are not very good. You are very limited by the resolution of your camera, so at best you'll get…
Some older file formats will force the models to be split on material seams. .3ds for example. Because the format itself can only store 1 material per vertex (1 vertex normal per vertex, 1 UV coordinate per, etc.) This might be what you ran into.
Parts that are out of the 0-1 space are ignored for baking, so that staking is likely not the issue.Do you have 1 identical part still in your 0-1 space for the baking to process? Do you have proper smoothing groups / hard edges on your low poly mesh?