Posting this here to not spam 999,999 peoples' emails. I know you're all working away nicely on your stuff, and you were interested in seeing some pictures using Marmoset IBL in Unity. Only complaints I have are the lack of interaction from realtime lights to the IBL components. I tried the "Hard Surface Shaders" and it…
Question: Has anyone had the experience in Maya of losing their work on the UVs? I have the parts of the low poly done. I made the UV layouts as I went. I placed everything on separate layers to set up an easy selection set style bake. I'm now going back into the pieces to make all of their layouts fit together as one in…
Good evening. I am trying to blend a Normal Map Trim texture that is on a different UV channel (Channel 2) using DeriveTangentBasis. My main tiling normal map is on Channel 0 and Light maps are using channel 1. I was following the info here using the new Derive Tangent Basis Node for my Trim normal map on Channel 2.…
So here's a couple of things to notice. 1. Always build the mesh as it's built in real life. - If pieces are separate, they should be built separately. 2. Always begin with the main shape, Primary shape means the entire BIG shape of the phone.. - This way, if the shape subdvivide is good, you can always subdivide 1-2…
Hey guys I am trying to add light rays from a street lamp in a little scene im working on...something like the glow effect in this scene,only difference being mine should exspand more as a cone shape. http://media.pc.gamespy.com/media/483/483577/img_2798851.html?fromint=1 (thanks Mojo for the example piccy) This brings me…
Hey there, as for pretty much every game asset, you need to do a high poly which gets baked down onto the LP. I used to only showcase those, but I thought it's actually a shame to never render out the HP work. So I created a basic setup in Marmoset TB3 and throw in my HP models. I'll drop 1 or 2 pictures in this thread.…
Hey, I'm new here and I was working on the planning stage of my revamped demo reel. I had a question though regarding style...if I were to do an environment in a cartoony style like Sam and Max or Penny Arcade, would that catch a dev company's eye? My only worry is that it doesn't show alot of advanced next gen texturing,…
Hey All! Over at 11secondclub.com, I noticed a lot of walk / run cycles being made by people who are just learning animation. Almost all of them appeared to have the same mistakes in them. So, instead of saying the same comment over and over, I decided to create my own walk cycle, demo reel worthy, and document and explain…
Hi, I use the HLSL function Texture2D.Load do retrieve texture information. These informations are 3 Texture Indicies, 3 Texture blend weights and 3 texture tiling vaulues. Now if 2 different texture indicies are blended which have different texture tiling values there are some kind of gridlines showing and i don´t know…
About using the custom scrolling normal map texture, I second and third that. However, that might take a lot of memory usage since: Option 1: Use 1 tiling normal map texture and scroll it ( not as much memory impact but wont look as good unless you do some groundbreaking thing ) Option 2: Use one larger texture that…