I went to lunch with a bunch of artists that primarily do hand painted diffuse work, we were sort of baffled at the idea that it looked black and blue. I wonder if stressing out about painting lighting information for such a long time has made my brain reject the idea that warm colors would equal black. The texture I…
Neat challenge! I'm thinking of participating. I've got a few questions about the rules/specifications: 1. Is the use of vertex color allowed for lighting/shadows? 2. Is a per pixel gloss map allowed to complement the spec map? or is that too high tech shader wise? 3. Can we breakup or combine the two 512s worth of…
Awesome! Thank you! I had also work with a specular set to 1... don't know why I had it messed with there. >.> <.< But that was pretty much what I was looking for. I was even starting to stumble across it myself. Because I noticed in Marmoset it also controls the reflection blurriness. At a gloss of 1 and gloss value of…
seems wierd that everyone is bent out of shape over 256 points of pressure. My tablet PC has 256, and it runs like a dream. BTW, isn't it nicer to make thing look a little impressionistic over purely gradated? In fact, most of my brushes I turn down the pressure sensitivity, and create a little more visible brush strokes.…
Hi all, I've been experimenting with some technqiues for making titale textures. I have made some square tilable textures using boxes and offseting them 256. This works well. To see/test if the tilling works. Now I have bricks that have been placed on the grid (16) and vertex snapped to getther. Only these bricks are 45…
About blending normal maps. Generally, doing a flat overlay or blending mode from one to the other is not going to be the best way. The reason is the way the different channels are read. Red and green are your x/y direction, and are read from 1-127 as negatives (I think), and 128-255 as positives. Blue works differently.…
This tank from the first link (Ben Bolton) is so nice, thanks for digging this up ! Reading up on it agin in his original thread , he is achieving this look by baking from very simple highs and then scaling down the resulting textures by a factor of 8 (from 2048 down to 256). Really inspiring work.
It's certainly a heap better looking than the first attempt, great job to all you working on it. I am really disappointed by the choices for playable races though. Now I realize that Warhammer was the grandaddy of all things we see in WoW, but that's not the reality of the market today. WoW beat WO to the punch, so 99% of…
I am trying to wrap up the loose ends in various tools in Wall Worm. Almost all of these functions that are left to finish involve UVW... and are stalled due to my own poor math skills. One dilemma is that I do not know how to create UVW coordinates that correctly account for a texture's individual coordinates…
Well. Looks like it same shader there . What's different is "low" 4 spp vs "Ultra" 255 spp . My guess spp is samples per pixel. Not sure I still understand why it produces so drastically different shine . And why at all it should be based on number of samples in real time shader.