thanks for the links guys, i'll look into them. I currently went with loading a video file from which the value gets sampled, which also works, but it's incredibly slow and heavy for the system so I have to find a way to create a video frame buffer that pre-loads the video file before I go and sample the pixels. anyone any…
A shader is essentially a mini program that your graphics card computes, telling it how it should render each pixel on the object it's applied to. If you're new to 3D, I wouldn't worry too much about how they work. Most 3D apps (and games with SDKs) will handle it all automatically for you as they come with built-in…
this looks absolutely fantastic. very clean and bright, badass work. i love that the textures aren't overpowering the sculpt. those dark spots at the edge of the pants look somewhat odd to me from the front perspective. a little bit like uncolored pixels at the edge of a uv seam. perfectly fine from the side though and…
yeah the laptop seems the way to go, but they are so damn pricey and hard to upgrade. I basically need one that will run 3dsmax - have support for at least pixel shader 2.0 and will also run the latest unreal engine games/editor properly. I would probably buy a new desktop machine later on when my finances are n't so…
I was going to say that's scary shit because now you can edit things so easily on a computer that it will kill conventional music methods. Then I remembered we edit art using "easier tools" down to the pixel on giant digital canvases using a pressure sensitive pad attached to a giant LCD monitor. Traditional art is still…
The Title text "portfolio" is getting chopped off in my browser and on your 3d section some of the high res thumbnails have a white pixel on the edges that should be easy to get rid of. One other thing, and its nothing really, is the scroll bar on the bottom isnt nesssary, maybe you could get rid of it. Overall pretty cool…
i agree with pixel masher... also some drapped algae alpha planes will really set it off too... with some particle emmitters at the end for drops and the odd puddle on the bridge edit you could also use the same sort of shader with an added uv scroll in the second set of uvs to acjheive the thick mist of water that the…
Not sure why you've posted a screengrab/render that has been scaled up by what looks like 200%, but it looks good. I really like the lighting, and the textures seem well done too. I'd recommend just rendering or screengrabbing at actual resolution, though, because giant aliased pixels never made anything look good Keep it…
Anyone messed around with this? It's a quick and dirty web-based font creation tool. It's limited to 'bricks' and such however so don't expect to make smooth-as-silk detailed vector fonts. It's good for prototyping pixel font stuff fast though (and then use them for your window system). I haven't been able to make a fixed…
I was trying to create an atlas using atlas maker in substance designer but I have an issue with the masking sizes. Maybe I don't understand how that works but I thought I was supposed to get a mask that would be 256 pixels offset to the right and with a size of 256x256. What happens though is when I open the uv snapshot…