Its also an issue with the way technology is heading for our industry. The faster the tech develops the more and more work is required per asset/level/game to create. The more work will equate to more time needed and more individuals to finish the project in the same amount of time. I think this is the crux of the problem.…
Hair usually uses a separate bitmap, for two reasons: 1. alpha blend renders more slowly so you limit it to just the parts that need it 2. when you add an alpha channel to a large texture it greatly increases the file size in memory, so it's better to add an alpha channel to a smaller hair-only texture, thereby increasing…
Ha, nice. I thought as much. My main goal with all of this was to 1.) save texture memory by using vertex rgb instead of texture rgb channels, and 2.) maybe save some computing cost since vertex operations are usually faster at least as long as there are less vertices on the mesh than pixels in the texture. One thing that…
GT5 has no particles in splitscreen. (and therefore no ss rain or snow races) It's a fickle thing. You're using more cameras, but still rendering the same amount of pixels. You can ease off the anti-aliasing just a bit because both will be smaller, but you're still rendering a bunch of things twice. motion blur can go,…
I am not sure what Unity does when you don't have any textures applied to it, it probably doesn't calculate the pixel shading. Although this test is not so good if you don't have a bottleneck around it, did you place tons of trees all around? Framerate will only change if you really have tons of stuff around. Batching will…
So, just a quick update. I fully learned how to bake some great Lightmaps with GI and Final Gather out of maya. I discovered how to (in Max) create a DirectX shader with Diffuse and Lightmap support- however, I can't figure out if there is a shader out there that has Lightmap support AND Spec and Normal map support. At…
Before making any more refinements to the maps, the unwrap was altered to provide a better pixel density between the UV islands and to give the spikes and claws their own UV space as opposed to being overlayed: The new unwrap is giving the overall model a better look when checkered and is also helping to provide improved…
It's only a matter of time. 90fps @ 2160X1200. In millions of pixels: 8.28 - 4K monitor (@90 fps) 5.08 - Vive render target (@90 fps) 3.68 - 1440p monitor (@90 fps) 3.45 - DK2 render target (@90 fps) 2.07 - 1080p (@90 fps) About the same as 4K at 50fps I would say. That is possible with a new overclocked Titan. We are very…
The align-key on a point works indeed pretty well (even if it's just dodging around in the end), thanks Mark! Can that be exported in the .bip file? The idea is that i would like to be able to load .bip like i want in my scene without having to tweak the constraint keys (and link up some animations together). I usually get…
I was still racking my brain on how to go about it, so when I got home I cobbled together a quick material using some junky old models and textures I had laying around: It's by no means a perfect way of achieving hair transparency, but it's got some good points to it. Since it's 1-bit transparency, it doesn't suffer from…