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Forum: Technical Talk 08-21-2015, 02:50 PM
Replies: 2,825
Views: 383,054
Posted By jogshy
>>xNormal is that apparently every vertex index...

>>xNormal is that apparently every vertex index must be the same between the lowpoly and the >>cage; having the same number of vertices is not enough. Is this correct?
The cage musty have the same...
Forum: Technical Talk 08-21-2015, 02:40 PM
Replies: 4
Views: 132
Posted By jogshy
CPU temps? OCCT/wPrime passed ok? Do you have...

CPU temps? OCCT/wPrime passed ok? Do you have your swap file enabled?
Are you using the default renderer, aren't you? ( or OpenRL, CUDA, etc? )
Forum: Technical Talk 05-10-2015, 12:08 PM
Replies: 2,825
Views: 383,054
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: 2,825
Views: 383,054
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: 2,825
Views: 383,054
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: 2,825
Views: 383,054
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: 119
Views: 32,947
Posted By jogshy
Interesting :)

Interesting :)
Forum: General Discussion 02-24-2015, 05:09 PM
Replies: 4
Views: 407
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: 2,825
Views: 383,054
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: 2,825
Views: 383,054
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: 2,825
Views: 383,054
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: 7,958
Posted By jogshy
Hehe, nice :D

Hehe, nice :D
Forum: Technical Talk 04-28-2014, 02:39 PM
Replies: 2,825
Views: 383,054
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: 2,825
Views: 383,054
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: 2,825
Views: 383,054
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: 2,825
Views: 383,054
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: 2,825
Views: 383,054
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: 2,825
Views: 383,054
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: 1,825
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: 7,827
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: 2,825
Views: 383,054
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: 469
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: 2,552
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: 2,552
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: 965
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
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