I went thru the programmer email-list threads I've saved about DXT. I know it's a lot of reading, but there's some really good info, might help your doc. Also answers some of the questions that have been asked... "Most textures used in games seem to fall in roughly four categories: 1. Textures with a lot of relatively…
Wednesday, November 9, 2005 http://www.billoreilly.com/show?action=viewTVShow&showID=534 Talking Points Memo A victory for traditional America "The Hillsborough School Board near Tampa has reversed its decision to remove religious holidays from school calendars. We reported the story last week, the folks in Florida rose…
7 Benefits of 3D Product Animation Services 3D product animation services are an important stepping stone to the best-performing website content marketers can dream of. High-quality 3D visualizations aren’t lacking in ideas on how to keep customers in your online store and convince them to buy. Based on each vendor, 3D…
Substance Designer has a few limitations. For example if you shift / directional warp / offset some pixels SD doesn't have any easy way to shift/ move anything to exactly say 20 pixels left like a normal image editor . It can probably with some pixel processor math using floor function maybe or something. I tried but never…
Its not a nice option, but its what you have to deal with when using a broken tanget space setup. Unfortunately this is the only technically correct method, everything else gives visual artifacts as already explained. Its not really something you're doing wrong persay, but the realities of every bit of software handeling…
Hi, Thanks for the reply guys! @Tiraldric: yes, where needed I have a second set for the lighting. Though some meshes don't have overlapping at all, so they only have 1 UV set. @gsokol: I tried baking them in both xnormal and max. I flipped the green channel where needed, so that should be correct. About the gradients in…
first thing is you dont need so many hard edges in your low, you wil get a better bake if you remove these.. as the breaks mean that the render rays miss tiny parts of the high here giving you seams... you only really need hard edges where the edges is greater than 85 degrees (or there abouts (pretty much garuanteed to…
hi folks, this is for tech people, an experimental plugin I did a couple years back to output different tangent space normal map's from 3dsmax baker. The idea was that the quality normals modifier implements "known" tangent spaces from games such as Crytek, and therefore allows easy and synced authoring for an engine…
Hello all! some new environment art I did over the weekend Inspired by my old village environment from 2 years ago and the same inspirations from that, aka fable, WoW, etc. Been working in my spare time for a few months now after work on my own little game project using UE4. I thought it would be fun to both learn how to…
Ray marching has become a very popular technique these days among real time artists and developers, due to the crazily increasing hardware speed. It was widely used in the past too, but mostly in offline applications because of its computation requirements. But luckily now we can have a glimple in our real time renderers…