I think the term you're looking for is 2.5D (as in a space, like 2D or 3D). It usually means when you use some technique to give the illusion that the 2D has depth, whether this is through sophisticated warping or by combining the 2D sprite with a 3D scene, but some people also like to use it to refer to on-rails 3D games…
Well I've come across some great brush sets specifically for character textures and I've been wanting to try them out to see how painting highlights on skin and hair can improve a texture, but I definitely need to see how people here are raising the bar, seriously some amazing artists here, cheers Robby . Really cool…
IMO, the main advantages of using tangent space: * Because the normal is relative to the face, Z always faces up. - That means normals with more precision when data is quantized, usually to 8bit per-axis. (128 vs 256 positive Z values.) - Z can be omitted and quickly derived on-the-fly without any extra info. - Storing…
RAM: 16gb minimum GPU: GTX 970 or better (next generation of GPUs are being shown next month, might want to wait on that) CPU: any i5 or i7 Intel cpu will do fine Hard drive: SSD, 250gb or more just for OS and apps (120gb is fine too, but the price difference is negligible these days). and a separate hard drive for file…
Hi there, Tnx for the compliments. Vesius, I see what you are saying. The current crane/hoist is 25Ton capable unit, but I agree that some other kind of crane would be good, specially if I place it on the empty space on top of the mecha. I will check out what to do, but Im sure of one thing... lots to do. Getting this all…
Here are the stats from the compiled shaders (I suppose that also includes Unity's PBR shading ? Not sure how to isolate that) Terrain blending : // Stats for Vertex shader: Simple contact blending (Between an object's material and another single material) : // Stats for Vertex shader: Advanced contact blending (Between an…
Eh, for Fang you could make sure the edges of the single quad and the edges of the rest contained only flat normal information (128-128-255 signed unsigned, whatever). The area with the seam must remain symmetrical on both sides of the model when baking. Within Zbrush storing the symmetrical shape, modelling the asymmetry…
So I took a look at your substance. From my perspective it seems that your are a bit confused by the resolution system of Designer. It seems you want to output textures at 4K, but Designer works in your ram to be efficient. When I opened you graph my computer consumed a total amount of 15gb of ram. This can result is some…