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Forum: Technical Talk 05-10-2015, 12:08 PM
Replies: 2,786
Views: 354,368
Posted By jogshy
tach...

tach (http://www.polycount.com/forum/member.php?u=129772),

interesting. thx!
Forum: Technical Talk 05-09-2015, 03:54 PM
Replies: 2,786
Views: 354,368
Posted By jogshy
I see hehe! I'll revise the highlight behavior....

I see hehe! I'll revise the highlight behavior. thx!
Forum: Technical Talk 05-08-2015, 11:27 AM
Replies: 2,786
Views: 354,368
Posted By jogshy
DasFroDo...

DasFroDo (http://www.polycount.com/forum/member.php?u=207472),

thx, I upgraded to latest LUA and seems there's some kind of bug there hehe.
I'll fix it. thx!
Forum: Technical Talk 05-08-2015, 11:26 AM
Replies: 2,786
Views: 354,368
Posted By jogshy
edoublea...

edoublea (http://www.polycount.com/forum/member.php?u=41716),

the first screen seems not to have the "use cage" option enabled or you used the hard normals options. See those hard edge artifacts,...
Forum: Technical Talk 04-01-2015, 12:01 PM
Replies: 117
Views: 29,944
Posted By jogshy
Interesting :)

Interesting :)
Forum: General Discussion 02-24-2015, 05:09 PM
Replies: 4
Views: 316
Posted By jogshy
xN does NOT subdivide the LP mesh automatically. ...

xN does NOT subdivide the LP mesh automatically.
You should use it already subdivided a few times ( 1-2 ).

In case you produced the HP mesh just subdividing your base LP mesh and scuplting it,...
Forum: Technical Talk 10-31-2014, 06:18 AM
Replies: 2,786
Views: 354,368
Posted By jogshy
That's a feature you can use to modify the...

That's a feature you can use to modify the resulting normals. Basically, you can UV map the HP mesh and assign a normal map. When a ray hits the HP, a normal will be fetched from the texture you...
Forum: Technical Talk 06-14-2014, 03:04 PM
Replies: 2,786
Views: 354,368
Posted By jogshy
xN 3.18.X is 64-bits only and, therefore, it no...

xN 3.18.X is 64-bits only and, therefore, it no longer supports hxGrid ( which is 32bits only ). I asked hxGrid's developer and he said he was not going to port it 64 bits ... so, if you want to use...
Forum: Technical Talk 05-15-2014, 08:49 PM
Replies: 2,786
Views: 354,368
Posted By jogshy
We want to release the beta by September, yep. ...

We want to release the beta by September, yep.

And the 3.18.8 ( which is 3ds/maya 2015 compatible ) will be released in a few days.
Forum: 3D Art Showcase & Critiques 05-02-2014, 08:50 PM
Replies: 72
Views: 7,472
Posted By jogshy
Hehe, nice :D

Hehe, nice :D
Forum: Technical Talk 04-28-2014, 02:39 PM
Replies: 2,786
Views: 354,368
Posted By jogshy
Yep, last xN does not yet support 3dsmax 2015 but...

Yep, last xN does not yet support 3dsmax 2015 but it will soon :)
Forum: Technical Talk 03-31-2014, 12:22 PM
Replies: 2,786
Views: 354,368
Posted By jogshy
There's a bug in the last 3.18.6 release...

There's a bug in the last 3.18.6 release affecting the SBM exporter's transformations, aye.
I'm gonna solve it soon :D

>>I don't suppose there is any news on Network rendering or XN4?
Still...
Forum: Technical Talk 12-18-2013, 04:22 PM
Replies: 2,786
Views: 354,368
Posted By jogshy
@ Firestormxl...

@ Firestormxl (http://www.polycount.com/forum/member.php?u=115002) , that artifacts usually happens when you try to use a tangent space normal...
Forum: Technical Talk 12-11-2013, 06:46 AM
Replies: 2,786
Views: 354,368
Posted By jogshy
@Auldbenkenobi...

@Auldbenkenobi (http://www.polycount.com/forum/member.php?u=56978), the OVB mesh format is not designed to deal with very dense meshes because it's XML based. Better use the SBM format which is...
Forum: Technical Talk 11-23-2013, 03:17 PM
Replies: 2,786
Views: 354,368
Posted By jogshy
@DamjanMX...

@DamjanMX (http://www.polycount.com/forum/member.php?u=68308), use a 16 bits output format like TIFF. You can ebale 16 bits using the plug-in manager, selecting the exporter and pressing "configure"....
Forum: Technical Talk 09-30-2013, 12:08 PM
Replies: 2,786
Views: 354,368
Posted By jogshy
@tonyd927...

@tonyd927 (http://www.polycount.com/forum/member.php?u=72926), I'll show a more detailed message for the next version.

@DougClayton4231 (http://www.polycount.com/forum/member.php?u=79949) The CUDA...
Forum: Technical Talk 08-27-2013, 08:46 PM
Replies: 8
Views: 1,522
Posted By jogshy
Have you setup the cage?

Have you setup the cage?
Forum: 3D Art Showcase & Critiques 08-13-2013, 10:36 AM
Replies: 58
Views: 7,555
Posted By jogshy
Just setup an "averaged" cage :poly136:

Just setup an "averaged" cage :poly136:
Forum: Technical Talk 07-13-2013, 11:36 AM
Replies: 2,786
Views: 354,368
Posted By jogshy
Normal maps and AO maps only. Other kind of maps...

Normal maps and AO maps only. Other kind of maps are not really possible because are so complex that will pass the GPU 32 registers/thread and the performance will suck.

N-gons = evil

You must...
Forum: Technical Talk 07-02-2013, 08:30 PM
Replies: 3
Views: 449
Posted By jogshy
Freeze transformations before exporting, pls :p

Freeze transformations before exporting, pls :p
Forum: Technical Talk 06-09-2013, 10:23 AM
Replies: 10
Views: 2,079
Posted By jogshy
Yep, but you'll probably need FoceWare 3XX...

Yep, but you'll probably need FoceWare 3XX drivers.
Forum: Technical Talk 06-08-2013, 03:55 PM
Replies: 10
Views: 2,079
Posted By jogshy
AO takes so much time because lots of rays (...

AO takes so much time because lots of rays ( ==billions ) need to be traced.
For instance, a 2k x 2k map with 4x AA and 256 ao rays(medium quality) takes exactly

2048 x 2048 x 4 x 256 = 4,29...
Forum: Technical Talk 06-06-2013, 11:29 AM
Replies: 3
Views: 851
Posted By jogshy
Pls notice the cage does not only control the ray...

Pls notice the cage does not only control the ray distance but ALSO the ray direction as it's described very well in Ben's article:
http://www.poopinmymouth.com/tutorial/normal_workflow_2.htm
Forum: Technical Talk 04-15-2013, 05:04 PM
Replies: 7
Views: 882
Posted By jogshy
Just a graphical exmple :p ...

Just a graphical exmple :p

http://www.streetrodstuff.com/Articles/Drivetrain/Rear_End/images/explodedView.GIF
Forum: Technical Talk 04-03-2013, 04:49 PM
Replies: 6
Views: 1,188
Posted By jogshy
If your normals are averaged the cage will be...

If your normals are averaged the cage will be continuous.
On the contrary, if you used different smoothing groups for each face ( which occurs in a cube ), the cage won't be continuous:
...
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