maybe multiple texture layers is the way to go? bottom layer = color layer to scroll from "day" gradient to "night" gradient. second layer = tiling clouds moving quickly (they'd have to be lit somehow)... third layer = additive decals for sun and moon? just a thought, not sure exactly what is possible with XSI. the…
Hi! There are many ways to go about it. It makes sense to keep the generic use in mind when making design decisions. You can assemble similar props from a kit using one atlas. Similar to that, you could create an texture atlas for a set first, then map lowpoly UVs to it. Variation to the surface can be added using material…
Every 3d package can do it . Thickness is basically an ambient occlusion on a geometry with inverted normals doing ray casting in opposite direction. Position is an XYZ gradient in world/object coordinates(space) . I did it in Max couple decades ago with mental ray . AO shader and Gradient map set to word coordinates .…
what you're showcasing is a limited view. what you've displayed shows a competence in make sci-fi objects for render. from what you're showing we cannot determine how well you've made their game models. we are not shown UVs, wireframes, nor a final in game result, some renders hide it with post effects. in the pistol's…
I assume we're talking about POM rather than the wider idea of a parallax material (ie. a UV offset based on view angle which is basically free) POM is texture read and pixel cost heavy (cos you're basically raymarching), but it is scalable, you're saving memory by not loading a dense mesh and (importantly) you can apply…
So I hit a snag. I put seams along the big bevels on each edge, and it's messing with the curvature bake. As you can see there's a clear dark line. This messes with the texture generation, like for some simple edge wear. Triplanar does not fix this. I have a few choices and I'm a little torn as to the best practice for…
Unfortunately I was without my PC for the entirety of last week, so wasn't able to work on the scene. We're back at it this week! So first of all I modelled in the angle of the wooden planks on the house, as mentioned previously in the thread. This was the look I was going for, as mentioned by @NikDemidko Yesterday I also…
Another thing I wonder why I couldn't find anything about individual device profiles in this ACES color management approach. Like what Photoshop color engine does while matching camera profile, file format color space and monitor profile , not just say sRGB profile but rather exact profile of your monitor built by i1…
There is absolutely zero point to waste texture space for a texel density dogma . Decades ago with so limited vRAM that time it wouldn't be even a question. Today more vRAM allows to have this extra "advantage" of equal texel size. But is it really an advantage ? Human brain perceive details not equally. Your sight usually…
Facegen has/had a middleware license. If Fallout3 didn't use it I'll be extremely surprised, there were a few other games out at around the same time that looked like they did too. I built a character customisation system on it many years ago and I quite like it, it's very clever and a lot more customisable than you'd…