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Posts Made By:
Farfarer
Forum:
Technical Talk
Today, 11:33 AM
Replies:
1,398
Sticky:
Tech Artist - What are you working on: FOREVER Edition!
Views:
211,662
Posted By
Farfarer
Nice work, looks a lot like the modo "Retopology...
Nice work, looks a lot like the modo "Retopology Pen" tool.
Forum:
Unity
Yesterday, 11:36 AM
Replies:
1
Struggling with RPG style item's on character (animation)
Views:
114
Posted By
Farfarer
Either you'll have to parent it to the...
Either you'll have to parent it to the character's bone in Unity (like the helmet - it's not going to deform, just move with the head). helmetTransform.parent = characterHeadBone.transform;
Or...
Forum:
General Discussion
05-18-2013, 02:30 AM
Replies:
6
Question for 3D Artists – Low Quality Prototypes?
Views:
406
Posted By
Farfarer
You'd be surprised how far you can get with...
You'd be surprised how far you can get with spheres, boxes and capsules as placeholder stuff.
Forum:
Technical Talk
05-17-2013, 03:34 PM
Replies:
1,398
Sticky:
Tech Artist - What are you working on: FOREVER Edition!
Views:
211,662
Posted By
Farfarer
Music's Bastion isn't it? Darren Korb? ...
Music's Bastion isn't it? Darren Korb?
What's the script do? Copy UV positions to a macro or something?
Forum:
Technical Talk
05-17-2013, 12:20 PM
Replies:
7
Gradual increase in UV pan speed Unity
Views:
197
Posted By
Farfarer
Time.deltaTime is the time between the last...
Time.deltaTime is the time between the last update and this update (it's this frame's Time.time minus last frame's Time.time).
So if you're moving anything at a speed (say 2, units per second)...
Forum:
Technical Talk
05-17-2013, 10:02 AM
Replies:
7
Gradual increase in UV pan speed Unity
Views:
197
Posted By
Farfarer
This might do it? // Road Script var...
This might do it?
// Road Script
var accelerationSpeed : float = 0.1;
var topSpeed : float = 2.0;
private var currentSpeed : float = 0.0;
private var atTopSpeed : boolean = false;
Forum:
Technical Talk
05-17-2013, 07:11 AM
Replies:
7
Gradual increase in UV pan speed Unity
Views:
197
Posted By
Farfarer
Try looping the offset - could be the value...
Try looping the offset - could be the value becomes too big after a while?
time = Mathf.Repeat(Time.time, 1.0);
Forum:
Technical Talk
05-16-2013, 08:35 AM
Replies:
2,516
Sticky:
xNormal - MASTER THREAD
Views:
201,257
Posted By
Farfarer
PNG is lossless, but 8bit generally isn't enough...
PNG is lossless, but 8bit generally isn't enough precision to accurately capture a normal bake.
Mostly it doesn't matter as the normal maps get compressed in the game anyway, but if you're doing...
Forum:
Technical Talk
05-16-2013, 01:24 AM
Replies:
15
Texturing socom mk23 -=wip=- NEED HELP!
Views:
760
Posted By
Farfarer
Yeah, it changes in modo, too. In modo, the...
Yeah, it changes in modo, too.
In modo, the normal of any polygon (any number of sides) is the cross product of it's first two edges. So if you've got a non-planar polygon, it's normal will change...
Forum:
Pimping and Previews
05-15-2013, 12:04 PM
Replies:
45
Legend of Zelda; Link redesigned
Views:
3,161
Posted By
Farfarer
I'm not a big fan of the front tails of his...
I'm not a big fan of the front tails of his tunic; because it points inward, it makes him look a bit knock-kneed and scared. Link's always traditionally had quite a strong, solid stance. Try making...
Forum:
Unity
05-15-2013, 10:24 AM
Replies:
5
How to change default Maya path?
Views:
171
Posted By
Farfarer
Should be able to right click > Open with >...
Should be able to right click > Open with > Choose default program... > Select Maya 2014 exe and make sure you tick "Always use the selected program to open this kind of file".
Forum:
Technical Talk
05-15-2013, 05:59 AM
Replies:
1,398
Sticky:
Tech Artist - What are you working on: FOREVER Edition!
Views:
211,662
Posted By
Farfarer
Been working on a texel density kit for modo; ...
Been working on a texel density kit for modo;
http://forums.luxology.com/topic.aspx?f=83&t=77203
http://www.farfarer.com/temp/texeldensity_progress2.png
Forum:
Unity
05-15-2013, 03:26 AM
Replies:
5
How to change default Maya path?
Views:
171
Posted By
Farfarer
What does Windows open if you double click a maya...
What does Windows open if you double click a maya file? I think Unity uses whatever the default program for the file format is...
Forum:
Unity
05-14-2013, 02:20 PM
Replies:
3
Skirt Problem
Views:
234
Posted By
Farfarer
Check out the Skinned Cloth component, I've had...
Check out the Skinned Cloth component, I've had some good results with that.
Forum:
Technical Talk
05-13-2013, 10:25 AM
Replies:
15
Texturing socom mk23 -=wip=- NEED HELP!
Views:
760
Posted By
Farfarer
Yeah, Vertex Map > Set Vertex Normals.
Yeah, Vertex Map > Set Vertex Normals.
Forum:
Technical Talk
05-10-2013, 01:41 AM
Replies:
21
Most effective way to create specular maps?
Views:
909
Posted By
Farfarer
Yeah, that filmic games post is really good. You...
Yeah, that filmic games post is really good. You have to read the follow up post "Everything has Fresnel" http://filmicgames.com/archives/557
As it expands on the topic and it's pretty important...
Forum:
Technical Talk
05-10-2013, 01:28 AM
Replies:
136
Sticky:
Official handplane support thread
Views:
7,506
Posted By
Farfarer
If something is synced, then it uses the same...
If something is synced, then it uses the same maths and values to convert to tangent space when baking as it does when rendering. Smoothing groups have nothing to do with it.
Also, if you're going...
Forum:
Technical Talk
05-10-2013, 01:17 AM
Replies:
79
Mari - does anyone actually use it?
Views:
3,803
Posted By
Farfarer
I think Mari 2's layer system is more complex...
I think Mari 2's layer system is more complex because you can instance/reference layers and groups, which is pretty neat.
Forum:
Technical Talk
05-09-2013, 02:20 AM
Replies:
21
Most effective way to create specular maps?
Views:
909
Posted By
Farfarer
Spec (and gloss) is also one of those things that...
Spec (and gloss) is also one of those things that can be highly subjective on the target engine, depending on how it's implemented.
So be aware that what looks good in your 3D viewport might not...
Forum:
Technical Talk
05-08-2013, 09:04 AM
Replies:
6
modo 601, how to render perfectly bright, no lighting?
Views:
288
Posted By
Farfarer
If the render output was at gamma 2.2 then yeah,...
If the render output was at gamma 2.2 then yeah, but otherwise it should be fine with them both being 1.
('cause it'll do pow(textureInput, 1) then pow(renderResult, 1/1) which works out the same).
Forum:
Technical Talk
05-08-2013, 06:05 AM
Replies:
13
UDK: X materials on a mesh mean mesh renders X times?
Views:
222
Posted By
Farfarer
Well, deferred means that dynamic, non-shadowed...
Well, deferred means that dynamic, non-shadowed lights don't cost multiple drawcalls as they happen once (to the GBuffer) rather than per mesh.
If you have shadows, then you're adding a drawcall...
Forum:
Technical Talk
05-08-2013, 05:41 AM
Replies:
25
Do you use elbow bones?
Views:
988
Posted By
Farfarer
In the action figures, isn't it only there...
In the action figures, isn't it only there because it's solid plastic and so can't clip itself (or deform/push itself out of the way)?
Forum:
Technical Talk
05-08-2013, 05:39 AM
Replies:
13
UDK: X materials on a mesh mean mesh renders X times?
Views:
222
Posted By
Farfarer
It can only render them both at once if they...
It can only render them both at once if they share the same material and are part of the same mesh.
And blankslatejoe is also correct. It'll likely be one pass (drawcall) for base + ambient then...
Forum:
Technical Talk
05-08-2013, 05:23 AM
Replies:
13
UDK: X materials on a mesh mean mesh renders X times?
Views:
222
Posted By
Farfarer
I imagine - internally - it's broken down into...
I imagine - internally - it's broken down into submeshes - one for each material.
So it'll have to render each submesh as if it were a separate object.
Forum:
Technical Talk
05-08-2013, 03:10 AM
Replies:
6
modo 601, how to render perfectly bright, no lighting?
Views:
288
Posted By
Farfarer
For the diffuse coefficient render output, set...
For the diffuse coefficient render output, set it's gamma to 1.
Ensure your materials are set to 100% diffuse amount (defaults to 80%). That could be what's washing it out.
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