For floating geometry, the basic concept is to match the outer lip of the floater to the shape of the object it's supposed to blend into (and sometimes topology if the surface is not flat). Adding an extra loop in the "lip" can make the blending curve sharper, scaling it outward makes it softer, etc. In the seam you have…
Disclaimer: While I'm a programmer, I haven't written a "proper" render engine. Some of what I say is from my own experience, and therefore may be less than 100% true. With that said... First off, one thing that we should be clear on with half/float/doubles are approximations of decimal numbers. Computers don't really have…
Hiya, We are currently developing a small MMO set in a world where the land is torn into floating islands. As we are a small indie team and focusing at the coding atm. we decided to ask some help. If anyone is nice enought to create us couple or just one basic floating island model. so we can get some visuals started…
Hi. Is it possible to blend some textures together, and then manipulate the UV:s for it. As I get it, you can only plug Texture coordinates in to a texture2D but the results from my blends would be a float.... Is it possible to turn that float in to a texture2D somehow? Here's a screen of what I'm working on. I'm trying to…
Hell all, my first post on Polycount. I am someone who took a psuedo-break from 3D ( as in still doing it, but not as much ) and now plan to get serious once again and hopefully land a job. One thing I need to take a look at is my texturing ability. The following 3 images are simple textures I created rendered on a flat…
here we go, this is is all the same mesh from the left with different settings and levels of support applied. 1. being the base 2. with support geo/quad chamfers 3. unaltered creases 4. bit of support geo 5. fully supported lemme explain support loops can carry a lot of stuff such as the flat top in this case as it offsets…
Does this have a certain style applied to it? A style you wanted to use to portray the scene? I ask because a lot of things seem fat/overly scaled by 10-15% while other things seem taller than they should. It's hard to put my finger on, but something is off. How're you doing the lighting? Is it all baked? It looks baked…
The bot thing, I really kinda hate the normal map. It looks as if it has a bunch of welding out of nowhere. I think it would look much better just being flat. In picture 3, you have this 2d-grid type cloth in the normals too. It looks like fabric not metal. Replace the clutter with some scratches.
I'm trying to import a .float image (HDR) into UDK, however, even with the TC_HighDynamicRange compression on, the file isn't importing correctly. Instead I just get a blank black image. Any suggestions or tips regarding importing correctly .float files?
render out some rim light all the stupid XB characters have it. and please reduce the ripples on the flags ;D. and maybe have the flags drop shadow go a direction. One more thing all the the flags look like they are rounded at the corners last time I checked flags are flat.