OK warby I found something similar to what you're saying. I think you're using unsigned normal maps, which for your engine means a 128 color is considered a non-bent normal (pointing straight up on X/red). Here's a quote from one of our graphics programmers: [ QUOTE ] Signed normal maps are useful for helping to hide…
@AtlusZMH: it depends on how the engine streams the textures - and if it supports it. Otherwise you could look up or calculate the maximum texture space that is available in the scene. From that texture size substract weapon, gui and other regular stuff + take spec/ normal and difuse maps into account. I have seen some…
Hello :) I have a few things to show this time around - bits and pieces of various parts of the project in their various stages. First up is the bogey (bogeys?). I have got a low poly out. Blender reports this as 35k tris, although I think the true number is about 64k, as blender doesn't report instanced geometry. UE5…
Hi, i was working on a project using fairly large prerendered partial cubemaps as background (like in ukarena of time) its an xnaXNA 4 application, and you can look at it, if youre interested (image for those who fear using downloaded exes) the problem im having is i dont really know how to hide the character behind the…
We've just released a new normal and specular map generator for windows. Mr Normal creates maps from diffuse textures, functions and normal map painting to produce unique assets for your projects. As most of the artists on the forum will tell you normal maps can be created by hand in photoshop, or generated from a detailed…
Hi everyone, Third post from me. Enjoy! BRAUM: word count: 999 Braum is a big man with a bigger heart. He is someone that everyone should appreciate. So, I knew that I was going to write a story where I could explore Braum, not only as a big guy who saves people physically but also as a mentor who saves them mentally.…
* Convert a UV vertex selection to a Geometry vertex selection * The resulted Geo vertex select and now convert to UV selected verts * substract your inital edge to vertex UV selection you should have the counter vertex selection in UV space which you can convert back to an edge selection. In TexTools (open mzp with ZIP…
3D Coat 3.1.01 Released: http://www.3d-coat.com/forum/index.php?showtopic=3594 - Doubleclick in Quad tool in Retopo will create triangle. - Better fitting of stroke to surface in Stroke mode in retopo tool - leads to better work of strokes tool on rough surface. Nodes on strokes will be visible much better. - fixed: ESC in…
I started to feel a little obsolete with some recent games coming out, so I decided to try some new and fashionable staff, like (honest trailers voice) substance designer and photogrammetry. However as it turns out substance designer is a just a glorified World Machine-style heightmap generation tool (which is out there…
Teacher only requested minor changes, so it's full steam ahead into 3d! Thanks for the suggestions and kind words guys, really adds to the motivation. Going to get some some more of the sky color in the sand and try for some really far out heavy blue flora here and there, we'll play it by ear. Started the first pass on the…