I guess it's because I also like looking up the background of a movie and how or where it came from and what it went through. When a movies for me has a big budget, and the guys don't try to be organized, I don't like the movie, even if the movies it passable and enjoyable. I like Scott Pilgrim because the adversity of…
I would actually recommend NOT doing that. Just learn the MODO way of doing things - that's what the program is best at and trying to bend it so it feels like another app that you're already familiar with is going to lead to lots of little things that aren't the same and make you wonder why you bothered switching in the…
Well, since they returned the game to a used game store (presumably GameStop) You can't really say that they paid $40 for a brand new game that they got to keep. It would be more accurate to say that they paid $40 to rent a brand-new game. There are people who are willing to do that. But I still maintain that those people…
Sounds like an advanced Voxel, basically. I'm sceptical though, partly because of the whole "unlimited" angle. Sorry but no, there is no way it's unlimited. You would not be able to have unlimited enemies or an unlimited array of objects in a level, because regardless of how they are rendered, it takes juice to transform…
I wonder if containers could work better? I've run into performance issues when I get a lot of containers in once scene but they would handle the instancing/updating a lot better. I agree with monster I think you're starting to dive into an area that not many people have to go, at least not around here. Most lighting in…
well, i kinda agree. i keep hearing about how nolan's movies are DARK and GRITTY. i saw only the dark knight so far so i can't judge other two. but i definitely find that slightly surreal atmosphere of Batman and Batman Returns to be much more fitting and certainly not less dark. The whole stylization was great in these.…
Its about how the data is interpreted, and also how its encoded in the image file. The data in the image is still 0-1, regardless of color space. If you paint a linear gradient in SRGB space, then import it with the SRGB option on, its a linear gradient. Its the same math used to store it as to unpack it. If you map the…
Alright I see this will be a bit complicated... So first of all you are changing the normal direction with that lerp before the fresnel. Normals should be in range of 0,-1 so then if you want flat normal angle, your vector 3 would be 0,0,1. I guess that constant 1 with 0.5 in the alpha of the lerp would be a blend factor…
Yeah, I guess I would prefer the specular/IOR workflow, too. Just two more questions: - If you guys use a photographic texture as source for your material maps, would you derive the normal map with a normal map converter BEFORE removing all lighting information from the texture (to transform it into an albedo map)? Or…
Experiment with bringing signed distance fields into Substance designer. This one features full control over transformation of model, but has serious drawbacks: - More difficult pipeline for getting baked maps - you will require Houdini for that; - Higher resolution for maps needed. For example for 512 output image you…