Here's a sample of DV-recorded-then-compressed video. Works otay. http://www.whatif-productions.com/video.htm (not the Gobbler one tho, that's pre-rendered) One of the Discreet demo guys told me how they compress their 3ds Max vids, which look pretty good. Might be worth a re-examination of the TechSmith route, at least…
Hey, congrats on finishing the character! No full body renders though (ah I see, Artstation project has them)? Presentation-wise the materials look a bit matte, perhaps another light coming from the side to add some specular highlights, in particular on glasses and skin. I think the wrinkles of the face could be a bit more…
Heya Peeps, Quick question, anyone experience sluggish responses when in Editors like the Material and Kismet (mostly Material) in UDK? I recently upgraded from December-2011 to May-2012, and the entire thing feels very...slow. Materials take forever to make changes (I noticed a 184.76% increase in node loading times,…
I use the cut faces tool quite a bit for adding control edges in cases where I have to deal with diagonal lines or silhouettes that I don't want to alter by selecting edge loops and moving them. I always find myself going back and rounding off the cut face coordinates by hand to make sure certain edges are uniform (OCD I…
Hello, QA: 1: does pixaflux process on the GPU where appropriate? Yes, some of PixaFlux's nodes are executed on the GPU (Vulkan and OpenCL). 2: can I script it - at least in terms of launching the app, loading some things and dumping results? Not yet, sorry. We have a node called Sprite It that generates sprites with…
I am making a landscape autoMaterial. I have finished most of it, but I ran into a problem. I want the transition to not be a gradient, but use the heightmap to blend between the rocks and sand. I managed to do that in a simple material, but I can't figure out how to do it to the autoMaterial that is using a…
if your objects already come with per vertex shading then the hit comes at the seams/hard edge as that requires another set of verts at the seam in the engine (which would also occur with a mapping seam btw) so the overall hit is usually quite small but it's worthy of consideration.
Hi again, I need to correct these two things where I dropped the ball: - I said "modern texturing workflows using photographic sources", but that's actually the legacy workflow. The modern one is using Substance Painter to create procedural textures (pretty much infinite resolution, if you're not using any raster maps in…