That's not the UVs being flipped, that's the faces themselves being flipped. Make sure you've got "double sided" turned off, otherwise you'll never know if your mesh is inverted. A bake like that is a fairly sure bet that your target mesh (or source mesh!) is made of inverted polygons. In a tangent-space normal map, as…
the spec color and spec intensity can be the same map--that will leave you with less textures overall, and the information for intensity is pretty much the same as a color value, really. Instead of a separate map that drives intensity all you really need is a single float value (specular strength) that sets what max…
Decent for your first gun, but you have a lot of space on your UVs that could be filled up. You could mirror the likes of the wood grip as you will only ever see it from one side. 2K is a lot of pixels for this I think, It does depend on the intended use... If this is for learning I'd recommend seeing what you can do with…
thanks sushi, I got some update and some few problems. first I read about the padding and for the pixel space I do it from the grid uv like this : in normal I got this colorful in the spine is this ok or is there away to fix it ? and last thing all my objects is fine and doesn't show seam only one got seam did I do a wrong…
@Justo it looks nice and unique, offers more detail per pixel and nobody is doing it Id say, Also making vehicles or such things are a pain to draw in 9 or let alone 60° or so. How did you do the sprites of lets say your favourite car, where the turret on top can turn independently from the car itself ? I suppose you…
Don't dismiss them as delusions of grandeur. Seriously, those textures you see are a LOT easier than trying to interpret and extrapolate from World of Warcraft textures. You can literally see the pixels, so you don't even have to have incredibly high-res maps to replicate what they're doing. You can do this. Hopefully…
Thank you! ^_^ I'm trying to clean the animation a bit. Some details look a bit pixelated (especially the "explosion" part). :) And I'll keep working on the Ezreal VFX! I'm inspired by that one! *^* EDIT: Thank you, Lokii! :D I thought it might be interesting for some people to know how I am working, and it might be…
Getting closer to where I want this to be. I'm having a lot of fun with SSS and parameter-controlled coloration/brightness for the leaves. :) My main issue is that I want to get this to print on canvas - so I'd like a minimum resolution of about 3,000 pixels. Unfortunately, tiledshot doesn't work with post-processing very…
Nah, the reflection vector is calculated In shader by transforming the camera vector into tangent space then reflecting it about the normal. I found that piece of hlsl last night. :) Also I'm not sure it's one more interpolator so much as it is using an interpolator with sufficient precision... Or it could simply be an…
maybe create a script in max or maya that generates a mesh plane with each vert at the centroid of each voxel. Then setup a lightning or AO setup and render the result from a top view that fits exactly the voxel grid from the top. After that read out the gBuffer and assign each voxel with the rendered 2d color pixel…