VDM is the shit in Mudbox, but I always found the limitation that to create the VDM you have to sculpt it out of a perfect tessellated quad to start makes the tool not really useful. If it was like a normal map or height map where you could bake an arbitrary mesh or collection of meshes onto a quad with different topology…
Currently messing around with shaders, I'm trying to create such an effect that moss, snow, etc. are always placed on top of objects. The overall texture positioning works as intended, I just need the normal blending to be better and clamp the values on the mask generated by the mesh position a bit more. I've seen it done…
Worked on some sprite/ texture packing tools recently to improve my workflow with unity3D. Basically what it comes down to this time are some improvements for creating a Font tile atlas to use for a custom font Bitmap rendering system in Unity 3D. The problem with other free available tools that create a font atlas is that…
Nearly finished my recreation of Oskar Stalbergs "brick block". The watershader is one of the unity standard assets. I created the dissolve shader by modifying the one of the existing diffuse shaders. You can get the whole project on my github account. https://github.com/3deric/block_building…
Thanks Eric, I'm not a fan of the circle ones myself, but I could add it in if someone wanted it. The preset checkers are generated procedurally in mel script so it's quite time consuming to create additional patterns. I just went with the one I've used most of my career plus three of the other ones the guys at work seemed…
some volumetric ambient shading the more adjacent "points" there are the darker the shading. It uses the boost rtree and then creates some spherical segments (basically and 18pt octahedron) to query the tree from each point summing and negating depending on the results you can vary the effect volume of each point and the…
I've created a Photoshop Panel with some scripts. You can check a short tutorial on how it works here: [ame="http://www.youtube.com/watch?v=M02FFGuzVpA"]helpBCM part1 - YouTube[/ame] [ame="http://www.youtube.com/watch?v=JMLNMlKIBrE"]helpBCM part2 - YouTube[/ame] To download it go here:…
For our game project Mercury Shift we created a low poly water shading with accurate normals updated in realtime. It reads from an input height map and you can rotate, scale, change the tiling, change the wave amplitude and a bunch of other stuff and everything is shaded correctly. All the gifs with the current features…
https://youtu.be/I4shNs4srKw https://youtu.be/Y_bSzn3-h2k https://github.com/mhdmhd/MayaSceneConverter Maya Scene Converter is a python-based Qt tool for converting scenes from a render engine to another in Maya, it is not a perfect conversion and it depends on rules files and how good they are but gives you a great head…
Neat, what would be the use case for this. We tried to check the UVs from the outsourcing team before we approved them to go on to the texturing stage to avoid costly re-texturing if they had created wasteful UVs. We used the Maya %UV wasted HUD to make sure everything hit at least 70% unless it was something funky where…