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Forum: Technical Talk Today, 03:46 PM
Replies: 1
Views: 57
Posted By Farfarer
Yeah, in the mesh properties (select the mesh,...

Yeah, in the mesh properties (select the mesh, properties are on the right side, below the item list).

You should see options there for subdivision level and render level. There's two separate...
Forum: Technical Talk 09-29-2014, 02:53 PM
Replies: 23
Views: 600
Posted By Farfarer
It's an issue with the binormal not being flipped...

It's an issue with the binormal not being flipped when the UVs are. Fairly common issue with game engines.

You can either try to fix it in the shader (I think UE4 does the transforms in the pixel...
Forum: Technical Talk 09-28-2014, 03:17 PM
Replies: 23
Views: 600
Posted By Farfarer
You should be able to do something like this in...

You should be able to do something like this in the shader to fix it I think?

if (dot (cross (normal, tangent), binormal) <= 0.0) {
binormal = -binormal;
}
Forum: Technical Talk 09-25-2014, 11:37 PM
Replies: 6
Views: 512
Posted By Farfarer
Ah, I guess that's true. 60 FPS is a tough target...

Ah, I guess that's true. 60 FPS is a tough target on any console :)

But it's one of those relative things. Generally, I'll happily break up a UV island or two if it lets me pack the UVs better -...
Forum: Technical Talk 09-25-2014, 12:06 AM
Replies: 6
Views: 512
Posted By Farfarer
Polygons (or verts) are cheap, though. Textures...

Polygons (or verts) are cheap, though. Textures are not so cheap.

So if breaking up an island into a couple of smaller island helps you to make better use of the available texture space, I'd say...
Forum: Technical Talk 09-23-2014, 12:05 PM
Replies: 4
Views: 260
Posted By Farfarer
I use the RNM method, either by the program I...

I use the RNM method, either by the program I wrote for it, but usually using Vincent Callebaut's Photoshop plugin; http://vincentcallebaut.com/CombineNormal.html

Derivative normal maps get very...
Forum: Technical Talk 09-20-2014, 07:45 PM
Replies: 3
Views: 202
Posted By Farfarer
For a continuous wood texture, you'd probably...

For a continuous wood texture, you'd probably want to apply a wood texture via procedural texture (I think MODO has a wood grain preset) or apply a wood texture using a bunch of separate, blended...
Forum: Technical Talk 09-18-2014, 04:35 AM
Replies: 8
Views: 561
Posted By Farfarer
Apparently that's why Modo's implementation of...

Apparently that's why Modo's implementation of Pixar subdivisions is the way it is - regular OpenSubDiv is actually pretty slow for recalculating mesh changes (but really fast for rendering them...
Forum: Technical Talk 09-15-2014, 07:24 AM
Replies: 5
Views: 136
Posted By Farfarer
Try triangulating the mesh, or manually flipping...

Try triangulating the mesh, or manually flipping the triangulation the other way on the affected quads.
Forum: Technical Talk 09-12-2014, 07:44 PM
Replies: 16
Poll: Modo users
Views: 565
Posted By Farfarer
If I'm doing plugin development, usually two,...

If I'm doing plugin development, usually two, cause I can full screen the Event Log and see what I'm doing at the same time.

But mostly I use one screen for MODO, the other for ref. Occasionally...
Forum: Unity 09-11-2014, 09:24 PM
Replies: 6
Views: 370
Posted By Farfarer
Yeah, anything that's a colour map (albedo, spec...

Yeah, anything that's a colour map (albedo, spec colour, etc) should have sRGB sampling. Anything that's scalar or vector (normal map, specular strength, gloss, etc) should bypass sRGB sampling.
Forum: Technical Talk 09-04-2014, 12:50 PM
Replies: 16
Views: 530
Posted By Farfarer
Right click the mesh item in the item list,...

Right click the mesh item in the item list, select Instance, then scale the instance -100% on the axis you want to mirror on.
Forum: Technical Talk 09-02-2014, 11:01 AM
Replies: 3
Views: 220
Posted By Farfarer
For a start, you've got fixed size layout...

For a start, you've got fixed size layout elements, which means I have to scroll on the main page to see it all. It's currently 1920 pixels wide with a rather strange minimum height of 1055.7 pixels....
Forum: Technical Talk 09-01-2014, 02:05 AM
Replies: 5
Views: 207
Posted By Farfarer
I'd recommend straightening out the UVs, rather...

I'd recommend straightening out the UVs, rather than trying to bend the texture into place.

You'll find it packs more efficiently and it's easier to texture.
Forum: Technical Talk 08-31-2014, 12:47 PM
Replies: 29
Views: 1,165
Posted By Farfarer
Yeah, if you change the value, then check in the...

Yeah, if you change the value, then check in the command history, you should see what the command is.

You can then set somewhere in a form to that command. If your replace the argument with ? then...
Forum: Technical Talk 08-25-2014, 11:31 AM
Replies: 3
Views: 226
Posted By Farfarer
The zig zagging shouldn't be too big can issue if...

The zig zagging shouldn't be too big can issue if you're using Maya with angle weighting (also got that in my toolkit for MODO).

For Max, yeah, you'll want to try and have the edges connecting to...
Forum: Technical Talk 08-19-2014, 07:47 AM
Replies: 77
Views: 3,732
Posted By Farfarer
Just select the instances, select them in the...

Just select the instances, select them in the item list and then right click and change their type to Mesh?

Modo's symmetry issues mostly stem from the way it calculates normals of non-planar...
Forum: Technical Talk 08-16-2014, 03:29 AM
Replies: 3
Views: 158
Posted By Farfarer
Perhaps check out the Atlas and Atlas2 unwrap...

Perhaps check out the Atlas and Atlas2 unwrap options.

Alternatively, Barycentric unwrap and then Pack UVs, but that's a lot of islands, I'd stick with Atlas.
Forum: Technical Talk 08-16-2014, 02:09 AM
Replies: 7
Views: 225
Posted By Farfarer
It does, probably even more so now with bigger...

It does, probably even more so now with bigger polycounts and more expensive fragment shaders.
Forum: Technical Talk 08-15-2014, 12:27 AM
Replies: 77
Views: 3,732
Posted By Farfarer
Yeah, that's one that gets brought up a lot, it...

Yeah, that's one that gets brought up a lot, it doesn't currently cut across multiple polygons.
Forum: Technical Talk 08-14-2014, 03:51 PM
Replies: 11
Views: 333
Posted By Farfarer
I suspect it's 2 point polys. Under that...

I suspect it's 2 point polys.

Under that statistics tab, drop down Polygons, By Vertex, then hit the little + beside 2. That'll select all polygons with 2 vertices.

You should be able to delete...
Forum: Technical Talk 08-14-2014, 02:12 AM
Replies: 10
Views: 588
Posted By Farfarer
It's up to you - just remember you're trying to...

It's up to you - just remember you're trying to show how rough or smooth it is at a microsurface level.

There are "standard" values for various surface materials, although their accuracy depends...
Forum: Technical Talk 08-13-2014, 03:46 PM
Replies: 28
Views: 1,416
Posted By Farfarer
Not openSubDiv, no. As far as I understand it,...

Not openSubDiv, no. As far as I understand it, it's an older version of the same kind of technology. Luxology traded some renderer tech to Pixar for Pixar's Subdivision Surface tech.

But that was...
Forum: Technical Talk 08-13-2014, 02:45 PM
Replies: 28
Views: 1,416
Posted By Farfarer
It won't work in ZBrush. But I've been using...

It won't work in ZBrush.

But I've been using a similar system in Modo for some time now and it's pretty good, although doesn't quite give the crisp results that support loops give but it's a lot...
Forum: Technical Talk 08-13-2014, 10:09 AM
Replies: 2
Views: 190
Posted By Farfarer
I tend to go by the sharpness of the edge. If...

I tend to go by the sharpness of the edge. If it's a pretty sharp edge (and generally only if the bake is rendering strange) then I'll bevel it, otherwise I just leave it soft.

There aren't...
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