This stuck with me. After some further, more detailed, reading and researching, you can totally create the van der Corput sequence that Hammersly and Halton based extended from in UDK. You'll need DX11 mode on to have it work, as that supports Shader Model 4 and therefore the bitwise operators that make the sequence fairly…
I looked at the HLSL, but I'm not great at figuring out what the code should be. I can't see anything glaringly wrong, but I'm not sure what I'm looking for either. That's why I'm using a node-based editor. :D // -------------------------------------- ShaderVertex --------------------------------------SHADERDATA…
I'm thrilled to hear that my method worked out great for you. Would you be willing to provide me with a small cutout of the model that contains pores and whatnot in order for me to test out the baking options myself and see what works and what doesn't? Unfortunatelly the only thing I was able to come up with is a geometry…
Hi, I'd like to back this thread up to what you've got going on in Designer first. You mention wanting to get the nodes you've called out as textures (Normal, Histogram Range, Ambient Occlusion and Blur HQ Grayscale). Normally what you'd do is connect those to the final output nodes, and export them all in one shot in the…
Subdivision sketch: non-locking accessory carabiner. Just a simple modeling exercise. None of the internal spring components need to be modeled. Consistent loop distribution to maintain surface quality. Basic boolean block out. All the geometry is generated by simple mesh shapes and non-destructive modifiers. Most of the…
creature. monster. plant. basically anything that's on a level that excuses it from hangin' its balls out in public. NO GEAR* i'd like to keep this one pretty open to any interpretation of that. you environment guys might like to bring a castle. or well sculpted rock. hard ons for hard surfaces bring a mech. drone. or…
Add both textures as you would normally do then go to Windows > Relationship Editors > UV Linking > Texture Centric (or UV centric) then you can just make sure each texture is connected to the right UV set. you could probably add a UV selector node on top of the texture node.. not sure I got the names right but you should…
For a regular artist? None But you should have some technical aptitude and understand logical dependencies, the need for rules and budgets and specs and why they should be respected. This will help you to deal with things which are not programming in the strictest sense, but which are often considered "technical", such as…
Or, alternatively: You start by asking an AI how, so you can avoid interacting with other people. Then you ask an AI to choose which applications and engine you should use. The less you know about software alternatives, the better. Then you ask an AI which buttons you should press so you don't have to learn the software.…
Just want to say sorry in advance for the long post. Note: I'm using the free version of Unity. [ame=" https://www.youtube.com/watch?v=MSv3Oez4O-4&feature=player_embedded"]Paul Oakenfold - Ready, Steady, Go (Video) - YouTube[/ame] The link is to a song By Paul Oakenfold called Ready, Steady, Go! First off, watch the music…