snippet of code added to the composite texture map in max..... and added to enables the "correct" blending of normal maps with the map. from.... would be nice to add something similar to photoshop but I don't know enough about it's sdk to know if it's possible correction, forgetting my shader tech :/
Oh interesting, yeah we needed to do A LOT of lod optimizations to get Gears 5 to run at 60fps all the time. The tech art guys would use view mode in unreal to identify problems and send us huge lists of things that needed to be adjusted in certain ways.
:( 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
I'm 2d artist from Bunker and i'm trying to do a nice texture/shader for this floor, sci-fi environment of this game bellow. all game is about lights, very fast movements and hi-tech stuffs, i need some ideas for this floor, anyone can help me with tips ? thanks . Reginaldo Bunker Team
Yeah tell me about it. I also have this internal todo list of MEL-stuff I wanna do but never have the time for :( Having a job has both it's pros and cons. Planning on learning Python, PyMEL, Qt and Maya API once I'm done with this though - feels like I smart move for someone who wants to be a tech artist :/
Awesome work copypastepixel. Im making a minecraft style game, but taking place on the moon :P This demo is a very small map and is generated procedurally each time it loads. The tech does support huge terrains, but at a cost of generation and loading time. You can build with left click and dig with right click. Download:…
Cross-post from Tech-Artists. I have this automated knee setup that I'm proud of that I never see anyone else use, which is sad because it's so easy to create! So I made a video tutorials about it. Any feedback is appreciated. :D [ame="http://www.youtube.com/watch?v=Z6jNFKn7hgM"]Maya - Automated Polevector for IK Leg -…
Crossposting from my thread! I'm writing a series on rendering that aims to demystify the concepts behind rendering for those who are regular artists as well as anyone wanting to get into tech art. Let me know what you think! If you have any suggestions or feedback it's greatly appreciated :)…
speaking of which, i re-wrote our .SBSAR importer for version 2.07! go check it out if you haven't already. aaaand i guess the other tech arty stuff i'm doing is that i'm trying to write a little program that will take in an image, and convert it linear <> sRGB (either direction, user preference) and spit it out again.…
I'm no tech artist, but I had to do some raw assembly shader editing to fix the way environment maps behave in pre-Skyrim Gamebryo games (Fallout: NV, Fallout 3, Oblivion) because their broken implementation pretty much ignored normal maps. Any further advice would be much appreciated, if you can give me a hand to perfect…