UVPadder GIMP Filter Automatically generate padding for UV islands! Win32 Binary Download: http://www.mediafire.com/?i7d128nobj898k5 You may need to put this DLL alongside it: http://www.mediafire.com/?3yjj8ocv97wm35h Latest Linux source code:#include <stdlib.h>#include <string.h>#include static void query( void );static…
Thanks a lot for the good read, guys. This has been a very helpful thread. I'd like to share what I have learned from it - and this is mostly aimed at people who are writing FX shaders for the Max viewport: The standard way (the method that I have used and many others) to create a normal vector from a tangent space normal…
Hi there! this is my first post on this month's challenge @ZacD you're right about proportions, this kind of props can even feel cartoonish if you don't manage it carefully. About the material, if you follow the concept the body should be metallic, but actual grenades are coated with dielectric paint. I think it's done…
Maybe it is just me, but when I come to polycount and post art I want actually feedback to understand what I did wrong, to learn from my mistakes and move on. Already those posts that just say 'I like it' when it is just about art and looking for feedback, are not really helpfull. As mentioned before there are social…
I think the above post deserves its own thread. It's a tough call but here's my best guess based on the scene (actually my best 2 guesses). 1) Tile textures with some unique overlays. 2 for the ground, blended using whatever method available 1 for the concrete ground floor (with strategic cuts to start the brickwork in the…
while porting Brice's BRDF shader, I made some notes on the differences of each, so when the job needs to be done again, it would mean less work. ///////////////////////////// GUI / Texture Init// CgFx Maya:// -------------float4 LightPos : Position < string UIName = "LightPosition"; string Object = "PointLight"; //string…
Having a problem combining 2 shaders. I have a vertex shader that I need to combine with water basic (part of Standard Assets). Can anyone help? This is the vertex shader by itself // Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' Shader "sidefx/vertex_fluid_shader" { Properties { _Color ("Color", Color)…
I am not quite sure how to explain what i mean so i will take screenshots for help ;) Is the size of a mesh important to create "smaller" details while dynamesh is on? here i have 2 meshes, "1" is the small one, and "2" is the big one on "1" i have sculpt a donut and "drag and remeshd it with dynamesh on - then duplicated…
I have a small set of rules I've developed privately that nobody uses but me PECS: A rubric for assessing the quality of a highpoly hardsurface model. PECS stands for Proportions, Edges, Construction, Shading. For a given model, each PECS component is scored from 1-5. The final PECS score is the sum of every component…
I'm posting this because I know there are many people out there who have no idea how to fix this problem, or have been searching tirelessly like I was recently. As far as I know and as far as I've seen and read, I have not seen anyone actually come up with a clear solution for this problem. What's the problem when using…