You need a picture C It is usually more efficient to try and avoid long thin triangles and poles where many tris meet at the same vert - this is to do with the number of tris you need to draw per pixel at various viewing angles/distances In this case you could get a better result by simply turning edges on B to make the…
I've done this with the smudge tool before. Get a rust texture and change it's color to dark blue then scale it as a line, it doesn't have to be perfect, then smudge downwards multiple times with high threshold using a small 1~5 pixel brush, and then set the layer to overlay. Not sure if this is what you are looking for…
gamma correction is applied to the final color of every screen pixel. So to cancel out this correction (which would otherwise brighten all color textures like diffuse and spec), they're inversely gamma corrected first. normals aren't colors but vectors, so they don't get affected by gamma correction, and thus there isn't…
How many texture sets do you have ? The padding is generated based on the uvs from a texture set. So if you separated the mesh in two materials, the padding generator is unaware of the UVs presents in other texture sets. (Note : you can move the second toolbar -the lazy mouse- inside the first toolbar if you want to gain…
I wouldn't use a cranked lightmap to fix this. It has HUGE implications on a full level. 256x256 isn't much... but for 100 of these items alone that's equivalent to a 2560x2560 texture map (I believe Lightmass uses several passes with other lighting data in too, and they will most likely not pack with 100% efficiency) Turn…
I went by Valve's example with the ribbon, they didnt add any definition to it, so I did the same. And to conseve UV space, it's literally a 20x20 pixel space with unified UVs. I agree, it kinda stands out in the 'pure' Maya viewport but I think it works well in game since it's such a small amount of screenspace and the…
We all get that funk some days. Everyone knows what I'm talking about. Every polygon you're laying down looks bad, every pixel. I just take an off-day when I feel it's one of those days and catch up on some tv series watching or something. I've never been able to fight through it.
It's not a trick....they just destroyed the system, raised the bar, have awesome tech. I bought this game just to look at the graphics. There is no pixels, no tiling, no visible triangles. Pure awesomeness. For me it's the best graphics of this type so far. CLICK ON: "LOAD MORE IMG..." there is ~100 of them…
i'm quite sold on this baby at the moment but need to obviously try it out before grabbing one first. do we know anything about the display technology they're using in those? stuck pixels, lifespan of a display, heat dissipation. i'd hate this to be as short-lived as some laptop-displays. in that case it would be way too…
Check out Irrilicht or something like that, it's a pretty schweet engine with Per-Pixel Lighting (AND ITS FREEEEE!!!) Also, check out Ogre3d for the engine. I always thought a fast well done multiplayer third person shooters or just third person game would kick ass. Something with some kind of melee fighting? Sort of like…