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Forum: Technical Talk Today, 11:33 AM
Replies: 1,398
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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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