you can decimate the hi poly in zbrush using zplugins>decimation master. should be able to reduce it probably 5-10x without losing noticeable detail. in toolbag if you accidentally moved one model away from the other, you can check box for ignore transforms (so long as you hadn't froze transformations before export) also…
Damn you and your interesting problems! I need to sleep some time! :P I'm on to something Very early test to see if my thoughts held any water. They DO and I'll see if I can make this work later on. The short of it is this: Transform the object's normals into Light space(in this example they're in view space since that's a…
jeremiah_bigley: thanks. I should definitely add some images on the thumbnails. maybe something like a rollover image. As for the Banner, Im getting mixed opinions so I really dono wut to do with it. EVIL: I would love to get a job in game development, but i dont have the time to make 2 seperate websites for Games and VFX.…
test postx sorry this is playing up at work, already wrote a response that got lost. Basically you can do this three ways. In decreasing complexity. 1) i think you'd need to transform the matrix for the vertex shader to get it to stick to screen. you cant do transforms through the built in nodes in to vertex shader (at…
The tangent basis is different from a tangent space normal map. A tangent space normal map needs the tangent basis to transform (rotate) the normals from texture space into model space. Once there, they can then be lit. There are many ways to do the tangent basis, but usually it takes into account the UV orientation, and…
"Also I didn't really find a way to replicate the Max shift extrude edge workflow in Blender. Those are just two things that come to mind right off the bat." That's the problem ... By merely looking to replicate a specific tool/feature, you'd miss out on much more powerful ways to do the same thing. Your browser does not…
Depends ;-) Gamma correction is a nasty topic. The problem with gamma correction is, that you need to apply and reverse it really often (read texture -> reverse, write framebuffer -> apply). So in an artist pipeline these operation are applied all the time, but this will be (hopefully) done by all the tools and engines you…
Another round of sleep, another round of ideas. Here's what's still bothering me: * I still don't like the ending 100%. Sure, Annie is the one to initiate it, and it's not just "happening" to her like in the first draft, but it still feels too easy. She asks him about her bear, he says no, she wins. It just doesn't feel…
yeah my illustration just showed transformations, but you hit it on the nose at what i was getting at... if there was something to recalculate any additions you made for each level... so that each level you moved UP into, it would look exactly like the previous layer so you could put the detail where you wanted it for the…
Again I need more help on this: to compute specular term I need camera view direction and annoyingly the Camera Data node only provide view direction in Camera Space, not World Space, and I have see no model/view/projection/ matrix in Blender's shader editor (to be honest I don't even see a "matrix" node). Alternative is…