use the pixelOverlap value to add more padding to the rendering so they share more pixels - and it should be easier for you to stitch it together in PS. As for the element stuff yes thats true - I just stripped that script out of a more complex one that rendered zDepth and other passes for me, so its kind of focused on…
Stegosaurus finished up last night. Came in at 1,600 polygons and uses a hand painted 1024 x 1024 texture. One of the big parts of optimizing for platforms like mobile or web is making sure the asset is versatile in some lower end situations. One of the ways to tackle this is to make sure to paint nicely detailed textures…
When it comes to vertex painting blending 4 texture maps
does not work. I applied 4 masks or alpha maps
for each texture and it works! (Picture Below) So blending more than 2 texture
maps alpha maps are required also to avoid any transparency issues as far as I
know when it comes to using Layered texture node. I also came…
Thanks :) , I did the layout after reading a post by Earthquake, he was recommending people to space their islands out more so that they would render well at lower Mip Levels. I had intended to post they layout in that thread and ask for feedback but never got around to it. Been having problems with the wood, I can get the…
Draw calls are per shader pass. So in forward rendering, that tends to be one per pixel-shaded light per material per object. In deferred renering, it's generally one per object, and then one per light in the scene. Batching can help optimise that by combining polygons from multiple objects with identical materials…
Alright, polycount I need your help! How could I improve my wireframes, i mean they look to pixelated for me! :) Took a first shoot of a part of my perk machine Before having my blinn material applied, i tested it with anisotropic, but the end result was quite bad. Is that just the normal case when rendering with…
haha nice dalek model. I finally started watching Dr. Who so I approve :) I'm not sure if you started the actual texturing process yet though, it looks more like simple one color materials atm. There also appears to be a few shading errors, most predominately the split in the metal that's in the middle of the front…
Long time no posts! My day job has been stupid busy so I've had precious little time to post about Gar's progress, let alone time to work on him but he's still going! I redid the UVs and split him into two texture sets as it got me the pixel density I was looking for. I also made the "Gar's" logo with a sculpted sea gar in…
+1 Less seams will also result in less vertex use as well. Super tight packing has another drawback, if you don't leave enough space between your UV islands you will get seams/artifacts as your textures mip down. Consistent texal density is also extremely important, its better to have consistent detail than to use all your…
Couple things I'd suggest. 1) Increase the intensity of the orange glow or give it some kind of hot spot. It currently is all one shade of orange, with some bloom but feels a bit unnatural because of the even shade. I think the variation with a hot spot will help. The extra bloom might also help with the aliasing (like on…