"Sure you can make an island out of a zillion voxels, but should you?" Jeff Goldblum Cubic Pixels are all very well, but can they do a better job for a lower computational cost than texture mapped polys? In gun-toting space marine game 97, do you really need every grain of dirt modelled? Also, if you want UNLIMITED…
Yeah the compression for diffuse textures is sometimes pretty horrible, and you can't use an uncompressed format like you can with normalmaps. When you double click on the texture inside UDK, is the "Filter" set to linear or nearest? Using nearest gives you pixelated textures, and linear blends the pixels together to make…
Everyone deserves the benefit of the doubt, but I find it offensive that you tried to pass this off as your own. Even throwing in the "I decided to make it Canadian" to make it seem as if it was your design. I'm pretty sure you have lost any credibility you may have looked to receive from the followers of this site. If you…
There's a couple of things you can do to work around it, but they're more expensive to compute and the good version isn't easily compatible with Surface Shaders. To improve things, you can normalize the light and view vectors per pixel in the surface shader. To fix things, you need to convert the tangent space map to…
I would definitely get rid of the resizing image loading script. It really slows down navigating the page. Also, you have these medium size thumbnails that don't fill the entire layout width, then you click on them and get a slightly larger image. Instead, just build the page to something like 1200 pixels wide, and make…
These are looking really cool guys :) Keep it up! Stormfreek: Typically using paths/vectors. After you have paths, there is a variety of ways you can create pixels or "Strokes" based on them. Once you have the pixels, you can blur them a bit so the projection isn't so harsh in zbrush, Viola. I can do a little breakdown…
My guess is that this occurs when there is shading variations in the matID map. So if you have pure red, green and blue, and add some 253 0 0 pixels here and there, dDo will consider it to be a separate material (but will fail to map it into the model) This is entirely my fault ofc, but it would be nice if you guys could…
^ME I love breaking things down giving them some quasi functionality adding detail as needed. You always end up with a better looking piece. I HATE seeing massively different pixel densitys. Oh hi there nice crisp wall texture! Mmmm you are mighty sexy, oh who is your friend? No really what is this, why is it so blurry…
wow, 2048 just seems like overkill for the spider guy. Unless you're going to zoom in on him really tight. Just think about how many pixels any one part of him is going to take up on screen. I mean, as it is, he's not very detailed, and the spider part of him is so dark that you can get away with some pixels. I don't know,…
I don't think any of the standard shader based blending will solve this - the detail map doesn't know anything about the other normal map, it's just using the mesh/uvs to determine what direction pixels point in and then blending the result. good solutions for this would effectively be prebaking the blended normals and…