For the past couple days I have been trying to understand the fourier transform. One of its applications is faster convolutions and also being able to approximate the diffraction of waves through an aperture typically seen as glare on an image. The bottom shows the amplitudes after applying the fourier transform on…
Hi guys I'm having a really weird issue baking normal maps, that I've never come across before. I'm trying to bake several high poly meshes down onto their low poly counterparts, and every time I do it I get a completely blank normal map that renders almost instantly. I've checked and double checked the normals, the UV's,…
Shader Fusion is a node based shader editor for the Unity3D game engine. It allows the user to create extremely complex shaders and effects in a flowchart-like environment. Anyone who has used the Unreal Engine 3 material editor or Mayas HyperShade should be very comfortable with it. I have finally got a beta package to…
I assume this long triangle shading gradient isn't in hi poly mesh . But it could be if its sub-div model . Most probably although it's low poly model . Easy fix would be just fixing vertex normals/ split normals or whatever they are called in your software. Here I fixed the gradients by just putting Weighted normals…
Here he is, not sure how long these pics are gonna be up for. Well, I have to say I'm quite disappointed. After the pictures of Optimus Prime and a few of the other bots surfaced last week, I wasn't overly excited however I respected that they needed to make changes blah blah blah... The robot modes were certainly less…
Yep, at the end of the day there really is just modeling and different techniques get transferred back and forth. To think of it as two separate things is a bit like segregating your tools: "These tools only work on lawn mowers, while these identical tools over here only work on cars". Sure there are probably very specific…
Thanks a lot for the feedback! Here's where I'm at with the phone. I reduced the model further and feel like it looks pretty good now. I tried to manually pack in my UV's, which took a long time and ultimately didn't feel any better than the automatic pack in 3ds max. I ended up settling for 0.001 distance between islands,…
I would reset the scale and transform (hierarchy tab reset scale/transform) before Reset Xform. Reset xform does a few undesirable things in addition to doing the two things you need, reset scale, reset transform. The main thing it does, is jack up your local pivot on your model to align to the world, which can be kind of…
Have you tried resetting the transforms of the model? Should be... "On the MCP (right hand tool bar) click on transform.. and then reset all transforms"