There are two things happening here that you need to be aware of. 1. in all engines, the emissive channel is used to define a surface, or part of a surface that does not receive any lighting information. what this means is that it is lit purely by the value of the pixel and is neither lit nor shadowed by any scene lights…
Vig: For VFX the main perf consideration is overdraw. Tri/vert count is almost always under the minimum threshold that Xoliul mentioned for all VFX I've seen. If anything artists often do not use enough geometry to cut down on the amount of masked out surface. As one example, even ignoring texture memory considerations, it…
Here's a suggestion, without programming: Have a UV channel on the cubes that maps them to a single pixel (collapse all UV vertices to the same point). Have a wide texture image with only black and white noise, no grayscale values. Each cube needs to be mapped to a pixel on that texture, not necessarily adjacent pixels…
This thread is depressing. Why even call the game XCOM? 90% of gamers haven't even heard of X-Com or UFO, so it can't be a strategy to bank on the fanbase of an existing IP. The only people who would want to play a game called XCOM are people who don't want to play *this*. The logic here boggles my mind. Edit: More…
I think you answered your own question when you mentioned that poly counts etc will vary greatly on next-gen consoles. Some titles will showcase detailed, pixel-shader laden artwork, others will get by nicely without any such advanced tech, and plenty of others will split the difference by using pixel shaders but won't put…
Hey! Ran into a problem today whilst working on my project. I think it is time for you awesome polycounters to crack the code and solve the mystery. When I use a WorldAlignedTexture I am forced to use Texture Object instead of a Texture Sample. Either one of these (Texture Object or WorldAlignedTexture) are causing my…
"so when I did the uvs and assigned a texel density" "i'm confused :/" You're confused ... because there's no such thing as "doing UVs and assigning a texel density". This simply doesn't exist - or perhaps, you are being confused by a tool introducing the concept of "texel density "in its own way (for instance scaling UV…
I have a weird Painter behavior where it change flat to smooth shading on decimated Zbrush hi poly object , It makes the baked normal map sort of blurry vs Designer or Blender bakers . Does anyone know a trick to workaround it ? Painter writes: [Scene 3d] [FBX] mesh normals are invalid (some values are null) and will be…
I'm using Max to bake color maps, the problem is that in some places I get blended colors instead of consistent colors. This works with ddo but makes masking in Photoshop more tedious because in areas where two different colors met there are often pixels that are missed by the selection. I tried adjusting the render…
This piqued my interest so I hacked a macroscript I'd cobbled together a while back for turning sprites into 3d objects (it's a hack squared) It appears to work - it's not fully automated or clever but I actually got some decent results out of it bad things : It starts from a very inefficient mesh (quad per pixel) and…