You'll have to forgive me for the ignorance :/ , but... This is the first time I heard about vertex painting... what is it exactly? And I'd like to know about how can I improve my texturing quality. For instance, in the image I'm showing (…
* PNG's are using more commonly in other fields like the web, photography, etc * PNG's have built in windows preview support so you can see the thumbnail picture rather than just seeing the "TGA logo" or something similar in the Windows file explorer * PNG's seem to be built for handling transparency and alpha channels.…
HP: Thanks dude, knew it would tickle a certain slice of the population here :) d1ver: Thanks - you're right, and as I said, it lends itself best to tiling organic stuff for the PS texture creation, shader-wise the possibilities are endless. I don't have a problem with the texture lookup so far, it basically eliminates any…
GPU vs CPU, simplified: GPU, drawing the particles. Why do you need to care? Because particles can make the engine draw the same pixel a lot of times. One for each layer of overdraw (overlapping sprites). The more expensive the shader you put on the sprite, the more expensive each pixel gets to draw. CPU, simulating the…
hmm unmodulated vertex lighting? You need to at least multiply result by 2, preferably 4 or 8, so you can get over brightening on the textures. Simply multiplying your lighting data over your diffuse textures will always give you less than or equal to the diffuse pixel color and never actually brighten the pixel, which is…
Yes usually in most applications you would merge the objects together to one editable poly and then unwrap that collection. That way you can make sure that you have a consistent texel density (density of pixels across all faces). Another pro is that its easier to arrange elements in your UV map based on material, object or…
I have the same opinion- I think custom guide UVlayouts are the key and an important role of uvLayouting because of readability, stack, mirror+stack, mirror tilemap (i.e DS, low poly stuff) and lots of other technical cases. from the official website along those many bloated marketing texts: auto-rescaling = normalize…
Well, I guess you could add a LUT to a specific shader, limit it to a specific surface. Or you could use the scene depth pass to modulate between untouched framebuffer and LUT'd framebuffer. We do something similar here for a particular visualization mode, anything within a certain area is shaded normally and everything…
Much better lowpoly version, but still plenty to optimize. I would loose the three small extra loops on the round "bump" right under the blade, that small rim at those "turn-around" spikes, those extra loops at the very top and bottom of the staff and the vertex in the middel of the radial tris at the "grip thing". Basicly…
pixel based would have the advantage of being the quickest. Just run the script and then instantly paste the clipboard into Photoshop. The spline solution is more accurate but requires a nasty workflow - like exporting the AI, import in PS, goto paths tab, right click on path,.... Sure you can record a macro for that but…