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Forum: Technical Talk Today, 11:01 AM
Replies: 3
Views: 139
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 Yesterday, 02:05 AM
Replies: 5
Views: 186
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: 26
Views: 949
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: 203
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: 3,386
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: 142
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: 189
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: 3,386
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: 301
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: 494
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: 1,221
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: 1,221
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: 167
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...
Forum: Technical Talk 08-12-2014, 07:00 AM
Replies: 10
Views: 494
Posted By Farfarer
They're related, but opposite. Gloss is the...

They're related, but opposite. Gloss is the inverse of roughness.

In a gloss texture, more white = more glossy (less rough), more black = less glossy (more rough).
In a roughness texture, more...
Forum: Technical Talk 08-11-2014, 01:55 AM
Replies: 5
Views: 395
Posted By Farfarer
Yeah, I think it's just a ramp shader. Seems it's...

Yeah, I think it's just a ramp shader. Seems it's at most 2 lights and some ambient value. You could blend between those fairly easily.

I've done similar stuff to this...
Forum: Technical Talk 08-09-2014, 04:55 PM
Replies: 77
Views: 3,386
Posted By Farfarer
Depends what you want to do with it. You can...

Depends what you want to do with it. You can technically do a lot with it, especially if you take the C++ route rather than the relatively-early-days Python API.

Documentation is pretty thin on...
Forum: Technical Talk 08-08-2014, 08:56 AM
Replies: 2
Views: 114
Posted By Farfarer
Do you have overlapping UVs? Looks like that...

Do you have overlapping UVs? Looks like that might be an issue.

But really we'd need more info - what's the low and high look like, what do your UVs look like, etc?
Forum: Technical Talk 08-07-2014, 04:05 AM
Replies: 8
Views: 223
Posted By Farfarer
Just tried PolyUnwrapper and it works with...

Just tried PolyUnwrapper and it works with multiple objects.
Forum: Technical Talk 08-07-2014, 02:32 AM
Replies: 8
Views: 223
Posted By Farfarer
Textools should be able to do that?...

Textools should be able to do that? http://www.renderhjs.net/textools/

Or PolyUnwrapper, I think (it's paid, but it's really handy). http://www.polytools3d.com/polyunwrapper/
Forum: General Discussion 08-06-2014, 11:33 PM
Replies: 54
Views: 3,045
Posted By Farfarer
I have no idea how, but I'll try. Got git...

I have no idea how, but I'll try. Got git installed at least.
Forum: General Discussion 08-06-2014, 12:29 PM
Replies: 54
Views: 3,045
Posted By Farfarer
I've got a version that supports TIFF if you want...

I've got a version that supports TIFF if you want it? Just edited the code a little.
Forum: Technical Talk 08-06-2014, 06:51 AM
Replies: 6
Views: 168
Posted By Farfarer
If it's two separate objects that you're trying...

If it's two separate objects that you're trying to snap together, even if the verts are in exactly the same position in Max there is no guarantee you won't get a seam in the engine (or in Max). Just...
Forum: Technical Talk 08-05-2014, 02:24 PM
Replies: 39
Views: 9,066
Posted By Farfarer
No, I get it. I probably shouldn't have been so...

No, I get it. I probably shouldn't have been so absolute about it.

I know of all the folk on here you're one of the biggest proponents of working smartly and properly.

Like all the workarounds...
Forum: Technical Talk 08-05-2014, 12:34 PM
Replies: 39
Views: 9,066
Posted By Farfarer
I guess? But that's kind of like saying that...

I guess?

But that's kind of like saying that having synced tangent bases isn't that big a deal if the baker and renderer are pretty much the same, because you'd never notice with texture...
Forum: Unreal Engine 08-05-2014, 07:19 AM
Replies: 4
Views: 226
Posted By Farfarer
If you're using 801, you'll want to enable "Save...

If you're using 801, you'll want to enable "Save smoothing groups" in the FBX I/O options.

It breaks Unity3D's importing of normals if it's enabled (issue with Unity's importer) which is why it's...
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