Everything that cholden said, and the pixel density between the top and the bottom part, the top part looks sharp, bottom looks blurry. Hope you understand what i am saying xD
when it comes to throwing more tris at GPU keep in mind that having many triangles smaller than a pixel is still not ideal, which will quickly happen if you were to model leaves individually.
Hey Paul, is there a reason why you pixelate some of the outside edges of your textures (outside edges of your UV shells). Are they acting as base colour swabs? Really great work man!
I dont think it's 3dsmax to blame, but precision issues in the arithmetic operations. If opacity at the edges is important, make sure you give the texture a border of full transparency with a few pixels (2-4).
hmmm. not sure. Currently this is handled in the pixel shader where we have the culling information to know if a face is facing front or back. Don't think we have that info available in the vertex shader.
http://www.gamespot.com/news/6135979.html [ QUOTE ] Jack Thompson in an email to Gamespot "The moral midgets like the computer geeks at Penny Arcade think that I am some sort of pixelated pi
Pretty much same as Pixel as well, found it pretty meh and BF2BC was bf2 vehicle camping all over again. ME2 and MW2 will have to suffice till Bioshock 2 I think.
I use the phrase less and less. I've been making normal maps for the last three years, so to me pixel-shader tech is not super new, and certainly not something that will happen in the future.
Because producing height and normal maps from photo never works really beyond a few very rare cases where darker pixels are always deeper ones . And you don;t need special soft for that.
Yep it's totally mesh decals. From afar, yes there can be zfight issues. Depending of you camera clipping settings and zbuffer precision, you'd need to offset the mesh from the underlying object so the engine can sort the pixels properly. This can also be done through the shader and distance to the camera :…