texture re-use and sharing across meshes is great, but the only savings there is texture memory savings. This doesn't affect the transform-bound/fill-bound issue that was brought up. If you have rock A and rock B, they are both going to be seperate batch/draw calls to the GPU, regardless of whether or not they share a…
QuoKimbo- Looks good. Only thing that stands out to me, and I'm being picky here, is on the bottom panel where your orange texture forms a triangle... it looks like one side of the orange texture is lighter than the other, almost forming a seam. Maybe you textured one side in PS and then duplicated, transformed onto the…
Sumotori Dreams should run on your pc. http://www.youtube.com/watch?v=fwn90ULOlHA Uses dynamic fracturing for the menus and the walls. Find the hidden part and you can shoot all the walls apart. Pretty cool. Oh yeah, and there's a mod for the Crysis demo that exposes the non-demo weapons. If you shoot the nuke into the…
If you change transform of some joints and then import that as a new skeleton in unreal (not reimport but a completely new asset), does it import correctly? if so then what you could do is: * save current skin weights * translate joints (no scale or rotate) * unbind skin by deleting history (don't use unbind because I…
Use decimate modifiers in Blender and vertex groups to set priorities and keep some loops necessary for animation intact . or multi res in MAx or simplygon . They will try to keep shading up to certain percentage but to get best result use Blenders data transfer modifier to project vertex normals from original mesh to…
Exemple of an invoice. Some client might ask you something specific (in that case, adding my bank information for wire transfert on every invoice) A Purchase order number or Task Number etc. Description is usefull to be able to trace back the invoice to the exact work you did in case it is needed. Some other info might be…
Hi! You could try using a second UV set for the material, combining it with the textures using UV0. If you want to use just one set, Blender allows to bake textures from one UV set to another, so you could transfer your baked textures to a layout that works with your material as well.
I am probably misunderstanding your question, but you'll likely need to provide more detail. I think I am mixing a few terms together (it's confusing having to consider pixel vs texel vs fragments) To calculate your texel density doesn't that depend on your texture resolution and uv layout? When you say "by entering in a…
zbrush Hi. I've watched a few online vids and read up a bit about pivots in zbrush and i still don't quite get how to reposition my model (specifically its feet) to 0,0,0. The plan is to bring it into maya to retopologise (and eventually into unreal). I'm not entirely sure how it got to this position to be honest. Is there…
Hey guys, if I try to bake some geometry on my mesh, nothing happens and the normal map will black.(Screenshot "A" and "B") But if I change the Option "Match" in Baking window to "Always" (Screenshot "C"), SP bakes the normal map. (Screenshot "D"). It bakes the normal map wrong, but it did (no black normal map). Firstly I…