Thf fps would really depend on the videocard, and the 90 would be probably hard to achieve on VR. To make the distance falloff, you would need to take the camera position and world position, and measure the distance between them (since pixel depth doesn't work in non translucent materials), then divide by the desired…
UVs seam quite sloppy, especially the barrel area. All those lines that are straight in 3d should be straight in 2d as well. When you have a bunch of slightly angled edges in your uv layout, it won't hold detail nearly as well. It only takes one pixels to draw a straight line, however, you need 2 at minimum to draw an…
@low odor, thanks for your post. I can't currently test out the tools as I don't own a Pixel phone; I was looking to get user feedback before taking the plunge into VR. Do you feel limited by the constraints of the hardware and what the game engines can do with it? Or can you reasonably build what you imagine for the most…
The rtt render in max doesn't reflect the final file. It renders a complete map. In your case, object is black because you have no light. However it (may) shows in red what are the pixels missed during projection. Be sure your cage enveloppes the highpoly everywhere. Try to reset xform your objects first. Under…
you mean just like pixel art died with polygons or painting lighting into textures when real-time lighting evolved ;) rendering technology hardly changes things over night, let alone make other things distinct, there is so many different techniques in games how to render stuff, this is just another way to do hair. I…
Thanks for all the replies guys. Yeah, Substance is definitely on my list, I've ran through the tutorials of Painter and about 80% of Designer. Now I`ll try to base a project on them.. if not designer then Painter definitely. For pixel based 3D painting (not vert color) I use 3DCoat sometimes, but Painter seems a bit…
Care to elaborate? works just fine for me? You do have to realize, just like with anything else, batching does have overhead...and if your just batching 500 tiny things together....its not really going to benefit you that much. Are you using pixel lights at all? Your going to get more than one draw call for any object…
I assume you mean fitting a plane to the aspect ratio of an image. To fit a plane to an image what I do is put a UVW map modifier on and use the pixel dimensions from the image in the U and V inputs. Then I go down to the stack to the editor poly/plane primitive and tweak the size until it lines up. There's probably a much…
Yeah make sure your hard edges match your uv layout. When you have a hard edge but no uv seam the baker tries to draw two different angles along that one line of pixels and you get these artifacts. You dont always need hardedges where you have uv seams(but it never hurts) You do always need uv seams where you have hard…
A displacement map (when used in a non-realtime renderer) displaces an already smoothed model. So basically you want to divide your "low" up to a point where a face is equivalent to one pixel of the intended texture, then bake. That way you will not get any shading artefacts since faces that are not supposed to be…