It really depends on your engine. You can encode the necessary bone matrix as quaternions which reduce it to just 2 registers for each bone (=128 bones max for SM2/3). The number of bone weights is independent of the number of constant registers. But it is a common assumption, that 4 influencing bones per vertex are enough…
If you go to view > world properties and expand the defaultpostprocessing, you'll be able to mess with DOF there, i normally use these values as a base: Bloom scale: 05 - 1.2 DoF_Blur Kernal Size: 128 DoF_Falloff Exponent: 5 Dof_Focus Inner Rad: 25000 Scene saturation set to: 0.25 Gives the sky and fore/background a nice…
You have the blue channel set to a constant value (127 or 128 ), so in the areas pointing zero red and zero green, it appears blue. The reason why is because you're dealing with a 3d vector that's flat in the depth plane, and because normals get expanded from 0..255 to -1..1. So the halfway point (127.5) is zero.
I actually pasted all 3 maps together, set the layers to overlay, then adjusted the levels on the blue channel (dropped to 128) for the top two layers then merged down. I'm pretty sure that ended up being the wrong way to do it. It looked fine in Maya but not in Marmoset. I still have a lot to learn about normals and…
MY highschool pic is dead sexy. that doesnt count. Here are the more gooberish pics ive had. Kindergarten... Love the shirt.. hate the hair. Gotta love how damn cliche the background and props are. 123 abc apple! goshhh. And.. this is when my hair and teeth were really just all over the place. Not much has changed since.
I get this all the time. It varies from model to model but it always happens to me when my AO samples were set too high. My latest character didn't like the samples set at 128 so toning it down to 96 worked. Lame IMO because I'd like to set everything to 256 if I could.
Really? How about lightmass? Look at this image rendered in Redshift: GTX 470: 155 seconds GTX 670: 123 seconds GTX Titan: 77 seconds Also, modern render engines allow you to see progressive rendering result while you work on materials. Could anyone suggest how much time it would take to bake lightmass for such scene?
I set the grid spacing to 0.0078125 ( 1/128 ) in 3ds Max and then turned on vertex snapping to align the island a bit better, I snapped each vertex to a grid point and it's given ever so slightly better results in UDK. Am I right in making the grid spacing that size, as in UDK 2px is removed to create a buffer for the…
1. ^ 2. No that would be dumb. All game engines uses metric unit system now. So then if you would have a 128 unit length wall you would need to apply 0.72 scale to get a 1m wall. However, having a 1m wall would enable you to easily scale to 2m, 3, or whatever, with simple numbers and no math needed.
I am in love with these! The textures are beautiful, I totally understand your not wanting to downres. Although tbh they still look excellent at 128. Could you tell us a little bit about your texturing process? I'm sure others would also love to know a little more about how these were accomplished. Excellent job!! Thanks…