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Forum: Dota 2 03-28-2015, 09:20 AM
Replies: 57
Views: 7,496
Posted By Farfarer
You might be right, although it's a little more...

You might be right, although it's a little more saturated in the shots than it is in-game due to the environment map I was using in Marmoset.

I had started with a much less saturated paper colour...
Forum: Dota 2 03-28-2015, 05:41 AM
Replies: 57
Views: 7,496
Posted By Farfarer
Finished up the Lich set. ...

Finished up the Lich set.

https://www.youtube.com/watch?v=_HvIAZI0xMo

http://cloud-4.steamusercontent.com/ugc/29611747689665964/0949D3AA447400D11FA175357591C0CDEEEEE0BE/...
Forum: Technical Talk 03-25-2015, 02:39 PM
Replies: 18
Views: 753
Posted By Farfarer
Yeah, magnitude == length :)

Yeah, magnitude == length :)
Forum: Technical Talk 03-25-2015, 08:25 AM
Replies: 154
Views: 9,603
Posted By Farfarer
The green channel is inverted compared to...

The green channel is inverted compared to standard Mikk.
Forum: Technical Talk 03-25-2015, 08:15 AM
Replies: 18
Views: 753
Posted By Farfarer
If it's aimed at non-technical artists, I'd like...

If it's aimed at non-technical artists, I'd like to see some more pictures showing what a vector does; How the X/Y/Z components contribute to defining the direction of the vector in a coordinate...
Forum: General Discussion 03-24-2015, 08:45 AM
Replies: 26
Views: 838
Posted By Farfarer
Thinking up a "brand name" for yourself isn't...

Thinking up a "brand name" for yourself isn't going to help you, really.

Just look around here, the nicks people use aren't important. People will know you as "the one that did that awesome...
Forum: Technical Talk 03-23-2015, 11:03 AM
Replies: 7
Views: 162
Posted By Farfarer
xNormal expects the up axis to be Y for meshes...

xNormal expects the up axis to be Y for meshes and object space maps, but Max uses Z for up. That can lead to problems if you've baked the OS map in Max (the blue and green channels are essentially...
Forum: Technical Talk 03-20-2015, 05:01 PM
Replies: 154
Views: 9,603
Posted By Farfarer
Now that looks promising, nice work :)

Now that looks promising, nice work :)
Forum: Technical Talk 03-13-2015, 10:13 AM
Replies: 127
Views: 11,408
Posted By Farfarer
Yeah, there are a fair few of Seneca's scripts...

Yeah, there are a fair few of Seneca's scripts that have become outdated or broken in more recent versions. Some of them have been rewritten/maintained by others... are there any in particular you're...
Forum: Marmoset 03-12-2015, 10:02 AM
Replies: 1,300
Views: 193,088
Posted By Farfarer
MikkTSpace is short for Mikkelsen Tangent Space....

MikkTSpace is short for Mikkelsen Tangent Space. Created by Morten Mikkelsen.

This gets a little technical, not sure if you're wanting that kind of depth..

With MikkTSpace (and many other...
Forum: Technical Talk 03-12-2015, 09:10 AM
Replies: 3
Views: 234
Posted By Farfarer
Oh, yeah. Anti-aliasing generally means more...

Oh, yeah. Anti-aliasing generally means more rays/samples too. Should have mentioned that.
Forum: Technical Talk 03-12-2015, 01:24 AM
Replies: 3
Views: 234
Posted By Farfarer
Generally the number of rays will impact things...

Generally the number of rays will impact things the most. So larger textures or higher quality bakes will take longer - especially outputs that use lots of bounce rays (ambient occlusion, cavity,...
Forum: Technical Talk 03-11-2015, 04:03 PM
Replies: 3
Views: 150
Posted By Farfarer
This is pretty easy to do if you're on about...

This is pretty easy to do if you're on about simple diffuse shading (i.e. moving the light terminator further back). It's a bit trickier if you mean the actual shadow itself.
Forum: Unreal Engine 03-11-2015, 01:11 AM
Replies: 11
Views: 616
Posted By Farfarer
The lightmap IVs should be unique, yes. But...

The lightmap IVs should be unique, yes.

But yeah, for everything else I'd use tiling textures and maybe a shader that blends between a couple of variants so you can add a bit more interest. Decals...
Forum: Unreal Engine 03-10-2015, 02:57 PM
Replies: 11
Views: 616
Posted By Farfarer
Yeah, that was poorly worded, sorry. I meant that...

Yeah, that was poorly worded, sorry. I meant that doing one massive texture for the house is very inefficient.

A few well made tiling textures will not only be more efficient, but allow a higher...
Forum: Technical Talk 03-04-2015, 03:49 PM
Replies: 5
Views: 166
Posted By Farfarer
You can also click the Find Form button then...

You can also click the Find Form button then click on the form you're after (the actual form, in the proper UI) and it'll select it in the list.
Forum: Technical Talk 03-04-2015, 02:08 AM
Replies: 7
Views: 217
Posted By Farfarer
With stuff like that in Max your best to get the...

With stuff like that in Max your best to get the meshes to draw as a bounding box in the viewport.

I don't think you'll easily get a PC where Max isn't suffering under a 6mil poly load.
Forum: Technical Talk 03-03-2015, 06:09 AM
Replies: 11
Views: 389
Posted By Farfarer
Not sure how helpful it is, but you could...

Not sure how helpful it is, but you could double-click the open edge after deleting the excess geometry and that'll select the open edge boundary you've made. Then hit P (to fire the make polygon...
Forum: Technical Talk 03-02-2015, 01:16 AM
Replies: 11
Views: 389
Posted By Farfarer
If you just bevel that edge in Round mode with...

If you just bevel that edge in Round mode with divisions set to 0 you'll get the same result...
Forum: General Discussion 03-01-2015, 11:19 AM
Replies: 6
Views: 376
Posted By Farfarer
You can do that in Modo, too. Just bake as normal.

You can do that in Modo, too. Just bake as normal.
Forum: Technical Talk 02-28-2015, 02:40 PM
Replies: 3
Views: 205
Posted By Farfarer
You can't bake AO and vertex color at the same...

You can't bake AO and vertex color at the same time in xNormal.

So yeah, make sure you tick Ignore Vertex Color on the high poly mesh and aren't baking vertex colours.
Forum: Unreal Engine 02-27-2015, 09:18 AM
Replies: 11
Views: 616
Posted By Farfarer
It looks like you've just uniquely unwrapped the...

It looks like you've just uniquely unwrapped the house, thrown a texture on it then run that through CrazyBump or something similar. You're not going to get a clean normal map that way and the seam...
Forum: Technical Talk 02-25-2015, 02:05 AM
Replies: 401
Views: 52,846
Posted By Farfarer
It's in the changelist for 4.7, although it...

It's in the changelist for 4.7, although it currently only affects static meshes.
Forum: Technical Talk 02-23-2015, 03:09 AM
Replies: 356
Views: 43,363
Posted By Farfarer
UDIM is basically one texture per UV tile. So you...

UDIM is basically one texture per UV tile. So you can unwrap a model to multiple UV tiles and each one gets an image applied to it.

I believe it runs 10 tiles across in U, and then extremely far...
Forum: Technical Talk 02-20-2015, 10:41 AM
Replies: 344
Views: 163,679
Posted By Farfarer
This is normal behaviour when the low res mesh...

This is normal behaviour when the low res mesh isn't as round as the high res mesh - the rays from the low poly wind up getting cast above/below the edge you're trying to bake due to their direction...
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