UDK is in tangent space by default. If you want normals based on the view you can do that with the vector transform node (as was done previously). If you want values in the range 0 to 1 instead of -1 to 1, add 1 divide by 2. That should give you something that looks more like the example (minus the fact that some may be…
Hi, I have some nasty shading errors on my building and have absolutely no clue why is it doing this. Can it be caused by the triangles being too thin there? (actually I have been told that I should always avoid thin triangles, but I have never seen any issues caused by them)…
Pixel art is amazing. One of the things I love a lot about pixel art is the dithering technique- that optical illusion of value made by various checkerboard patterns, sometimes using only two colors. I set out to make a dithering shader in UDK, for this 3D pixel art game I want to make- I was thinking it could help me sell…
I assume thats an outdated workflow. We did that 10 years ago for games. But sometimes its needed. If they change shading during the gameplay. Or some objects are breakable. If you dont sure ask the Artist why its done that way on that Projects. But its still a thing if you work for cinematics. Offline rendering still…
Toggle Wireframe with F4 for 2.79 (https://blenderartists.org/t/wire-all-edges-visibility-toggle-script/687050) I am looking for a shortcut key or addon and/ script to help toggle Wireframe on shaded like the picture above but for Blender 2.8.
The slowdowns I see with that are: a) you need to be constantly aware of your camera position and in which axis you want to move. That always take me a second of thinking, so it loses out of the box.b) with ZXY, I can never hit the right button without looking down at my keyboard. c) actions that don't need to be precise…
Hello Polycounters! So I was reading up on the Order 1886 talking about their topology and UVs in their game and then they said... ___________________________________________ "Note that our two main characters' male and female head topology and uvs are indentical. Shared topology is only useful if it matches anatomy as…
I am an experienced Unity ShaderLab user with some experience in glsl and hlsl. My resume is here: https://docs.google.com/document/d/1yZAJb_c4Jg8cPW3rG4qatpCSGXNnm55GoCZpPFHKpuE/edit?usp=sharing
Wanted to drop a quick pipeline piece we did solving a data-bloat problem. We needed a reusable, highly deformed eye rig setup for a stylized project, but relying on geometry caching to bake out the lattice deformations was killing our data foot print. We’ve shared a quick, high-level teaser of the rig over on LinkedIn if…