I sit about 2 feet away from my 32 inch and I don't see it ever act like my pc monitor. Could the pc interpret it in a way that 1 pixel = 4 of the real pc pixels? Im pretty sure tvs when not viewing hd run at 1024x768 and at 22 fps from what I read in a magazine, so that could also be the reason. For example, gta 4 on xbl…
The zdepth is 1 value, and 1 value only. Any kind of concept that UE3 throws at you as the end user saying it's different things isn't technically correct under the hood. You can get the depth with either per-vertex or per-pixel precision (like basically everything). You're right kodde, it's just a distance relative to the…
Hmmm, very good ideas. Subpixel precision is something I was already intending to do and neolith's idea to aid in seamless texture creation is infact very, very good. I might integrate a normal map maker with pixels being given additional z depth (effectively pixols as is seen in zbrush) to aid in normal map creation with…
depends how you want to drive it the simplest way is probably to use a tile sampler set tiles to many in x and 1 in y plug a noise map into scale and have it only affect the y axis (pretty sure you can do that) if you want full control you'll need to dig into pixel processors and/or fx-maps I dont have any really good…
The real trick to zbrush is to understand how its a painting program at heart. Everything boils down to this, from its the ability to push millions of vertices on outdated hardware to even the names Pixologic and Zbrush. Its design has more in common with Photoshop than it does Blender or Maya, so it really helps to think…
Also, it only pixel snaps if there is a map that contains pixels applied to the object. So if you have pixel snap on and no materials applied yet it won't snap to anything. The default UV checker pattern is procedural and won't let you snap, as it doesn't contain pixels to snap to. Another reason to use a custom checker…
That article mentions 3 spheres, but I think it's really just one sphere rendered in 3 passes (each pass using different depth-test and stencil-test settings). These 3 passes are needed to build a "mask" on the stencil buffer that represents only the pixels you want to light up. Think of it like working with selections in…
I've had long long discussions with my lead engine coder about this, and he has raised something which I don't think has been mentioned here yet: Having bevels along edges that could otherwise be hard (as in the first toolbox example on this thread), whilst not increasing the vertex count, does lead to quite a lot more…
When you pack your UVs, make sure to leave a bit of buffer space between the chunks of pixels you're mapping onto your polygons. If they're too close, you'll probably see seams on your model. For a 1024x1024 texture, you'll want about a 4 pixel border around each chunk, for 512x512 about 2 pixels should be fine. Then…
So, generally for normal mapping, you want the normal, the tangent and the binormal to all point at right angles to each other (it wants to be orthogonal... they should form something that looks similar to the little red, green and blue axis in your 3D program; three directions each with 90 degrees between it and the other…