To be serious for a moment The important thing is to avoid subpixel triangles. If a triangle is smaller than a pixel it serves no purpose. It's a waste of memory and it will cause bottlenecks in rendering For hero/individual assets less about total triangle count and more about screen coverage. For modular pieces you need…
12.07.21 3DCoat-2021.01 - Reassigning shaders fixed. - "View->Show separate axis" works correctly. - If the scene has nodes attached the baking dialog will remind to bake nodes first. - "Bake->Bake w/ Per Pixel Painting w/ Displacement" bakes the color from layers and shader correctly. - Nodes baking into scene correct. -…
yesh! you said the key word daz that's exactly what this is all about: the 'Z axis', what pushes the 3d form. it is the secret ingredient which i felt was entirely missing from the original skin. it may seem more asthetic, but it is essentially just a bunch of flat yet neatly pixel pushed highlights; there's no form! true,…
Yeah - before you really get invested in the texture you should really nail down those UVs and get every pixel you can out of it. I'm sure someone around here must have an example. I, for one, do not :( Seriously, you'll kick yourself further down the track when you realise that you could've done it 10% better! Do it!
I'm a true sizer, always have been!! Fuck the haters Seriously though I find painting in true size saves me a lot of time and if I can get something looking good at the actual size I don't need to be afraid of it being scaled down at some point and losing details. I also just really enjoy utilizing every pixel :)
I would test out a shader I just re-wrote, but I don't have Maya... but it needs just an alpha map(mask) somewhere, then you set the alpha in your main pixel shader function to use that map. Then in the shader 'pass' you would enable alpha test or alpha blend. I'll message you and maybe we could get this working :P
nice stuff dude. i really like the new, detailed stuff you've got going on. welcome to the boards! site is a bit hard to navigate tho. some pages pop up into new windows. and it's a bit wide, try keeping it to a max of 1024 pixels wide. i missed the 'recent additions' at first and wouldn't have found them if i hadn't…
i would also like to add that in alot of console engines this would add draw cost when not needed, keeping your texel density consistent helps majorly when dealing with pixel draw overheads, also often just makes lower res stuff look worse in comparison a consistent lower res can look better than an an in-consitant but…
Doing it with geometry will get you the same artifacts. You can get rid of the artifacts by modifying the remapping rectangle to be half a pixel shorter on each side. You could also do something more complicated with custom bilinear filtering at the edges if you really want it to be 100% accurate. Edit: Oh you mean the…
[ QUOTE ] if a train is leaving dallas at 40mph and another train is leaving philli at 64mph,and they both stop 3 times and then are heading towards each other and are meeting in paris, how many polys is the tree on the side of the mountain? [/ QUOTE ] I'd answer "how many pixels is the mountain goat occupying on screen at…