you could mathematically create the derivative of the position function or use something like forward differencing // Use forward differencing to compute the normal:float du = 0.0001; float dv = 0.0001;vec3 C = SurfaceFunc(p.x + du, p.y);vec3 B = SurfaceFunc(p.x, p.y + dv);vec3 A = tePosition;teNormal = normalize(cross(C -…
Instead of going via the UV Set Editor, call the MEL-script directly: performCopyCurrentUVSet "1" {"0", "ls -sl", "0"} ""; Do you get the same issue then? I've had these copying problems before, but can't recall what I did to get rid of it (it probably went away when I incorporated UV set -functionality into Nightshade UV…
Yep it depends on the engine functionality. I have seen engines with Photoshop/paint tools integration so it loads real time or on a click akin to refresh textures. I think the biggest win is sb files being inside the game and only generating the texture sizes on run-time meaning tons of more textures to stream or use…
I agree with Fletch on how important art seems to be to GW2's core. What wrecks my head about MMO's and WoW is that the hud covers most of the damn screen, so distracting, I want to see the art dammnit, devs should come up with a better way to have functionality but still let us actually see the game world.
yeah i have some ref hanging on my wall and also i'm looking on air plane landing gear parts and prosthetic legs. I like the looks of the prosthetic legs. Also an other ref that i'm using is the cranes mechanical parts. But right now i try to figure out a way to make it aesthetically look nice but also look functional
1 - It kindof depends, but typically simpler is better. 2- UNITY has a lot of built in functions that are platformer friendly, and platformer example tutorials. 3- Yes. Most of the objects have a LOT of self illumination, so the texture shines through a lot and the shading is applied relatively little. These textures are…
Unreal meshes are only instanced in memory, not for rendering. They are thus never batch rendered (foliage aside indeed). I tend to avoid prefabs in Unreal where possible due to general buggyness and their annoying gigantic P icon. I tend to just group things together that form a set, unless it requires Kismet…
Thanks guys. Ok I'm gonna try SlideKnit, if that fails, I'll report back and may need some further explanation of the TexTools option. I use TexTools almost every day but have no idea about the function you're talking of Vig, I only use a few of its core features, so I may need some clarification.
Hey dude, TexTools has a one-button function that will automatically assign smoothing groups by UV islands for you. I personally always use that. Don't worry if the smoothing is a little blobby, the normal maps will probably fix it as long as you don't have 90 degree angles stitched together (and even then it might work if…
I'm sure MDiamond didn't mean to mislead, but MeshFusion is a LOT more than just booleans. Booleans in Blender are pretty good (the Carve library seems fairly robust), but I do really want that extra functionality that MeshFusion offers, although I don't think there's much use untill Blender's viewport handles high…