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Forum: Unity 11-21-2014, 11:47 AM
Replies: 2
Views: 79
Posted By Farfarer
Is the texture set to be a normal map (and make...

Is the texture set to be a normal map (and make sure you untick "generate from greyscale")?
Forum: General Discussion 11-20-2014, 09:11 AM
Replies: 16
Views: 824
Posted By Farfarer
Depends on the asset. For simpler props, a...

Depends on the asset.

For simpler props, a few images will do and jump straight in.

For more complex things, or things that have to be accurate and/or move, maybe half a day to a day of...
Forum: Unreal Engine 11-20-2014, 08:48 AM
Replies: 7
Views: 169
Posted By Farfarer
Yeah, I'm not certain normalize will help - it...

Yeah, I'm not certain normalize will help - it depends how it's blending them together. If it simply blends the red over the black (i.e. the base colour), then green over that then blue over that......
Forum: Unreal Engine 11-20-2014, 04:39 AM
Replies: 7
Views: 169
Posted By Farfarer
The only vertex color is blue, but the...

The only vertex color is blue, but the surrounding color is white, which has all 3 colours in it. That's probably where the bleed comes from.

I'd try leaving the default as black, and perhaps...
Forum: Unreal Engine 11-18-2014, 08:48 AM
Replies: 95
Views: 3,094
Posted By Farfarer
Looks like it'll hopefully be in for 4.7 release....

Looks like it'll hopefully be in for 4.7 release.

Guessing it's missed the 4.6 boat, but better late than never :)
Forum: Technical Talk 11-18-2014, 04:43 AM
Replies: 5
Views: 164
Posted By Farfarer
Bear in mind that you probably don't want...

Bear in mind that you probably don't want pre-multiplied anti-aliasing on this (i.e. you don't want it blending to a black background). Otherwise the fringes of your sprite are going to wind up...
Forum: Unity 11-18-2014, 04:37 AM
Replies: 7
Views: 157
Posted By Farfarer
If he can do it in two clicks in Unity, he...

If he can do it in two clicks in Unity, he clearly doesn't need you to do it :P (Read: He can't. For these types of jobs, it's always best to avoid them if you can... they rarely end well.)

That...
Forum: General Discussion 11-17-2014, 05:41 AM
Replies: 12
Views: 728
Posted By Farfarer
Yeah, but I think it's broken down into two parts...

Yeah, but I think it's broken down into two parts (much like specular and diffuse lighting).

Global illumination tends to refer to diffuse reflection, with the scattered diffuse light hitting...
Forum: General Discussion 11-17-2014, 03:26 AM
Replies: 38
Views: 2,008
Posted By Farfarer
There are a lot of Brits around on these forums...

There are a lot of Brits around on these forums :)

There's quite a few large AAA companies around in England - Nick's mentioned most of them - and there's also a lot of smaller indie companies...
Forum: Unreal Engine 11-17-2014, 01:48 AM
Replies: 4
Views: 271
Posted By Farfarer
To get the blue it's something like sqrt(1 -...

To get the blue it's something like sqrt(1 - (norm.x*norm.x + norm.y*norm.y)).

Basically, you know it's a unit length vector and the blue channel is never negative, so you can work out what the...
Forum: Technical Talk 11-15-2014, 05:39 AM
Replies: 1,678
Views: 329,393
Posted By Farfarer
Yeah, that's probably more sensible :P

Yeah, that's probably more sensible :P
Forum: Technical Talk 11-14-2014, 08:20 AM
Replies: 1,678
Views: 329,393
Posted By Farfarer
Would be cool if you could match the dimensions...

Would be cool if you could match the dimensions of the render texture with the bulbs, then turn off filtering for the render texture, that way you'd get one colour per bulb.
Forum: Technical Talk 11-13-2014, 02:50 AM
Replies: 32
Views: 1,295
Posted By Farfarer
Looks promising, but for $100 it needs to do...

Looks promising, but for $100 it needs to do leaps and bounds more than I can achieve with Modo & Handplane.

I'll keep an eye on it, though...
Forum: Unreal Engine 11-10-2014, 05:47 AM
Replies: 95
Views: 3,094
Posted By Farfarer
Not sure, I'm guessing they know of its...

Not sure, I'm guessing they know of its existence. It'll need to be tested on their end and possibly checked out by legal team over its usage rights. It's going to make quite a change to all of the...
Forum: General Discussion 11-09-2014, 04:54 AM
Replies: 62
Views: 2,290
Posted By Farfarer
Cheers for setting it up, good to meet everyone...

Cheers for setting it up, good to meet everyone :)

Managed to get to bed for 5am, amazingly.
Forum: General Discussion 11-08-2014, 10:15 AM
Replies: 62
Views: 2,290
Posted By Farfarer
Be there in s couple of mins. Red Dead tshirt and...

Be there in s couple of mins. Red Dead tshirt and R* hoodie :)
Forum: General Discussion 11-08-2014, 04:35 AM
Replies: 62
Views: 2,290
Posted By Farfarer
Awesome, catching a film at 3 in The Light then...

Awesome, catching a film at 3 in The Light then I'll nip over the road, should be about half five or so.

Catch yous then :)
Forum: General Discussion 11-07-2014, 05:03 AM
Replies: 45
Views: 1,831
Posted By Farfarer
For most artists, you don't need to know...

For most artists, you don't need to know programming.

But it's incredibly useful to know at least the basics of the scripting language of your chosen 3D app. You can automate hard or tedious...
Forum: Unity 11-06-2014, 01:55 AM
Replies: 2
Views: 219
Posted By Farfarer
You'd need to write a custom shader, but you can...

You'd need to write a custom shader, but you can do that, yeah.

What might make sense is to have all the other faces of the box unwrapped once, then the text sides all separately unwrapped... all...
Forum: Dota 2 11-05-2014, 03:45 AM
Replies: 53
Views: 5,963
Posted By Farfarer
Started on a Lich set... early days yet. ...

Started on a Lich set... early days yet.

http://www.farfarer.com/temp/Lich_1.png
Forum: General Discussion 11-04-2014, 11:47 AM
Replies: 62
Views: 2,290
Posted By Farfarer
Yeah, I should still be ok to come along :)

Yeah, I should still be ok to come along :)
Forum: Technical Talk 11-04-2014, 04:17 AM
Replies: 16
Views: 852
Posted By Farfarer
Yeah, it for 801. For 701 you can go to the...

Yeah, it for 801.

For 701 you can go to the Lists tab on the right hand side, then Statistics > Polygons > By Type and it'll tell you how many polygons you have that are...
Forum: Unreal Engine 11-03-2014, 11:25 AM
Replies: 95
Views: 3,094
Posted By Farfarer
Good stuff, lets hope this goes in soon :)

Good stuff, lets hope this goes in soon :)
Forum: Unreal Engine 11-03-2014, 08:00 AM
Replies: 6
Views: 333
Posted By Farfarer
Well, paint isn't metal and so you just turn...

Well, paint isn't metal and so you just turn metalness down to 0 as treat it as a non-metal.

You'd only ramp it up if there were areas where the paint was removed, exposing the metal beneath.
Forum: Technical Talk 11-03-2014, 03:28 AM
Replies: 16
Views: 852
Posted By Farfarer
Yeah, shift+tab is psub/Pixar...

Yeah, shift+tab is psub/Pixar subdivision/Catmull-Clark.

The reason to subdivide it manually before going to ZBrush is it doesn't support edge weighting. So if you send the mesh over, you'll...
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