I can not bake an Object Space/World Space Normal map without using a projection modifier and a (highpoly) reference (It defaults to a tangent based NM). Tangent based maps can be baked without a projection. There are two reasons why I want to generate an object space Normal map without a projection modifier: [1] Use the…
For my graphics course we are implementing an image based lighting shader. The shader takes in precomputed diffuse and specular irradiance maps. I am having a hard time finding a way to export these maps from an existing cubemap. I tried AMD's Cubemapgen but its a pretty buggy software and generating a specular irradiance…
When I'm working on a model I'll often need something like a cylinder or box to add geo to a mesh. However, when I create an object in any of the viewports it's generated far behind the mesh I'm working on. Even if I try to generate say, a box, ON the mesh I'm working on it still ignores it and creates it far in the…
Affinity Photo /designer lacks an ability to work with packed RGBA files .If alpha is zero Affinity opens it as a black hole in RGB channels. Also I miss pattern preview from Photoshop . You can construct the same in Designer using symbols. But it would be a mess of layers . Brushes and layer system are both more advanced…
theoretically yes - unreal supports creation of mesh geometry at runtime practically - you really, really wouldn't want to do it in blueprints. Generating the points wouldn't be too awful to implement but the surface meshing algorithm is way beyond what you'd want to do with node based scripting. It's a solid idea in…
Read this: http://www.polycount.com/forum/showthread.php?t=39516 and these other helpful links: http://wiki.polycount.com/wiki/Portfolio Wix is notorious for being a generally crappy website for portfolios. Scrap it. Go with art station or the like. Your portfolio is too busy. HR, Art Leads, and most people in general want…
I think programs as Fusion 360 are currently unavoidable for hard surfaces. This mean another damn program to learn again. Zbrush for hard surface is for concepting, 3d printing and renders and agree not for close ups. But most of the users of hard surface wants more than that and the tools in generic 3d programs has not…
We've been dealing with the same issue, it is generally the worst when adjacent objects are assigned to different lightmap clusters. We're seeing the worst of it with with enlighten realtime GI, but the issue does occasionally crop up with the static baked lighting too. Since we're doing procedural generation pre-bake, we…
Yes this is pretty easy in UDK What you need is a rendertotexture texture in your generic browser (right click and choose "new TextureRenderTarget2D" then in your scene you'll need a camera to capture what you want, go to the actor classes tab in the generic browser and under uncategorized choose "SceneCapture2DActor" then…
Thanks for the feedback! @Stromberg90 Ya I think it does look a bit washed out due to lack of contract. When you say bring out edges/cavities, how do you mean exactly? I try to generally add more dirt in recessed/concave areas and then scratches in protruding parts/edges. Or do you mean have a heavier AO pass? As far as…