Hello all, It's Taylor. I'm listening to PCGamerPodcast and I'm just pretty much bored. So I kind of want to start a thread about what you would want to see in a "Hard core" MMORPG experience. This is for all you other people who are bored and/or hardcore mmo'ers and just want to talk. I can't say I'm a HARDCORE mmo'er(Not…
I've been lurking for awhile, looking at all the pretty things everyone makes. It's been quite daunting to post anything. I figure that since I have time to work on stuff myself, it's time I start posting the stuff I'm working on. Except it's all crap. My goal with this thread is to get better. Generally speaking, I like…
Does anyone know why when I expose a color input into sbsar and drop that sbsar in Painter I see something like extra gamma correction? Getting milky. I use default legacy color management . Shouldn't it consider any color input to be sRGB rather than linear ? in Designer the very same sbsar works just fine for example…
I tried changing the albedo pixel format to linear but that didn't help. I tried rolling the version back via a download from the history section of the Toolbag website. Gives me the same version number (4064) and the same errors. The site keeps directing me to 4.06. You can find a toolbag 4.05 download link but it just…
A bit late for the discussion, but did anyone mention the original Bioshock game yet? I think it did a pretty well job with combining the first person perspective with a character and it even did so without putting it down your throat and more by slightly shifting your perspective about the main character over the course…
Well here's the pre-final of the third video I had to do, barring any changes requested from the client and some small personal adjustments I want to make that I'll hopefully be able to squeeze in (make the spline that the cars follow in the intro a bit smoother for the animation, disable the emerging fuels text when the…
I often prefer this approach over multiplying a noise over my vertex color gradient This isn't "better" - its just different The main benefit to me is that it centers the noise around the mid point of your gradient rather than only eating into the higher values and also gives you more contrast. (example in designer but the…
I actually can't compress most of the textures much anyway. I'm doing a sprite style so the colors have to be clean. Every texture uses nearest-neighbor rather than linear interpolation. There are no "soft" pixels in the game, even from the real-time lights. Ordinarily I might have tried mixing resolutions but it may not…