it's a rather easy effect. what you basicly do is blur the image, subtract the blurred from the original to get the difference and then add it to the original again. marked in red is the "optional" mask part not gonna go into the blurring algorithm since it's just the same scene texture offset once in all 4 directions by 1…
It's been rock solid for me, Make Boolean Mesh does seem to be pretty CPU intensive though. Here's my "not a hardsurface artists" 5 minute model I used zmodeler to quickly add nicer edge loops to the master cylinder shape and the rest of the shapes where placed in Max using the array tool. I'll probably be using it for…
I'm probably totally putting my foot in my mouth here, but couldn't you also create two dot products, multiplied to have different "reach", and subtract one with the other to get the edge mask? Another slightly different idea you could do is map an RGB gradient to the dot product and use that as a mask for different…
Ack! To match your first UDK scene post on Polycount, here is my first solid criticsm of this scene. Much like Conan on his clueless gamer reviews. Here is my criticsm and score: The scene shown is somewhere in between a Batmobile and a Shelby Cobra but with a Tyrannosaurus Rex powered ion engine. Numerical score, you are…
You could probably get away with a 2-layer setup. That's how this was done. The behind/top layer is lerp (could also be subtract or multiply) so the upper clouds are dark. The front/bottom layer is additive so they're light-colored. They're also offset slightly, so the additive layer makes it look like they're lit from the…
Normal maps need to be scaled from 0..1 to -1..1 so usually you multiply by two and subtract one. Aside from that I'm not really sure what you're trying to do - my best guess is you want to eliminate a seam between two meshes and rather than using a normal map you're planning to do it by adjusting the vertex normals using…
a bamboo costs like 75$ as far as i recall shell out the money for it it'll take u miles ahead, trust me and the bamboo itself isnt that bad i have a graphire [damn do i need an upgrade] but the few friends of mine who purchased the bamboo really like it they're artists too btw. otherwise it looks like its gonna end up…
So the high poly version of the helmet is 95% done. Just have a few more details to add and subtract. The rest of the body is just a block out. After blocking the rest out, I will then begin to detail each part. I just wanted to show my WIP on this helmet. Any suggestions? I had a lot of trouble on getting the right shape…
Hello gurus and guruessessss. Quite a newbie question about zbrush; I am working on subd level 5 and trying to get a lovely clean sculp - however as I scrubbed out and remade the face, I am getting a lot of creasing and stretching as below. I can't go to a higher subd without my computer breaking and I am wondering if…
The important part here is that there is _some_ shader who is responsible for deciding how the normals look like. The normal map is just an input. You can do with this input whatever you want in the shader. So to answer your question: the normals will be altered! This can be anything from adding, subtracting, replacing,…