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Forum: Technical Talk 05-25-2015, 01:16 PM
Replies: 3
Views: 202
Posted By Farfarer
Try turning off irradiance caching. It's a fairly...

Try turning off irradiance caching. It's a fairly big overhead for rendering but you won't see the benefits for low poly meshes (in fact, if it's low poly enough it'll look worse in renders).

But...
Forum: General Discussion 05-22-2015, 07:58 AM
Replies: 16
Views: 612
Posted By Farfarer
Personally, I'd recommend he learn C++ and Python...

Personally, I'd recommend he learn C++ and Python over Java. Assuming this is in related to 3D applications or games.

Most 3D applications have Python scripting these days, and most of them also...
Forum: Technical Talk 05-22-2015, 04:21 AM
Replies: 6
Views: 233
Posted By Farfarer
MODO does have smoothing groups, but they're a...

MODO does have smoothing groups, but they're a bit shonky (they don't blend together particularly well) and there is no Max-like UI for it.

You can assign them to your polygon selection via...
Forum: Technical Talk 05-20-2015, 01:10 PM
Replies: 15
Views: 461
Posted By Farfarer
The cage is there primarily to deal with...

The cage is there primarily to deal with smoothing splits. Although they're also useful for tweaking the direction of cast rays to reduce distortion and such in the bake, as well as limiting the ray...
Forum: Technical Talk 05-19-2015, 07:04 AM
Replies: 10
Views: 284
Posted By Farfarer
The easiest way is probably assigning a black...

The easiest way is probably assigning a black material to the bricks and a white one to the grout, then baking out a diffuse map.
Forum: Technical Talk 05-19-2015, 04:02 AM
Replies: 28
Views: 1,137
Posted By Farfarer
Modo.

Modo.
Forum: Technical Talk 05-17-2015, 05:01 AM
Replies: 2,786
Views: 354,135
Posted By Farfarer
No, it was to Bubba. You can bake out a tangent...

No, it was to Bubba. You can bake out a tangent space and object space map at the same time if you do that.
Forum: Technical Talk 05-15-2015, 03:46 PM
Replies: 239
Views: 26,681
Posted By Farfarer
Good to hear it's a possibility! FBX...

Good to hear it's a possibility!

FBX tangents won't work for our case (working in Max, but we don't use Max's tangent basis). But I'll keep an eye out for news on custom tangent bases :)
Forum: General Discussion 05-15-2015, 11:53 AM
Replies: 13
Views: 577
Posted By Farfarer
I've started using it a lot on hard surface...

I've started using it a lot on hard surface stuff. Generally I'll need some kind of support loops if the polygons are really long, but it's nice results generally.

I use the Catmull-Clark surfaces...
Forum: General Discussion 05-15-2015, 10:05 AM
Replies: 13
Views: 577
Posted By Farfarer
Generally Source (Dota2) or Unity. Been messing...

Generally Source (Dota2) or Unity. Been messing with UE4 but only for trying stuff out, no real development.
Forum: Technical Talk 05-15-2015, 09:49 AM
Replies: 239
Views: 26,681
Posted By Farfarer
Any plans for allowing users to write custom...

Any plans for allowing users to write custom tangent bases, btw?
Forum: General Discussion 05-15-2015, 08:41 AM
Replies: 13
Views: 577
Posted By Farfarer
Generally... MODO (model, UV, retopo, some...

Generally...

MODO (model, UV, retopo, some sculpting, baking)
ZBrush (if there is heavy sculpting)

Engine (check that everything looks alright with basic bakes)

Photoshop with Quick Save...
Forum: Technical Talk 05-15-2015, 01:11 AM
Replies: 2,786
Views: 354,135
Posted By Farfarer
Bake out a bent normal map and leave the settings...

Bake out a bent normal map and leave the settings at default. That'll give you an object space map.
Forum: Technical Talk 05-13-2015, 12:34 PM
Replies: 5
Views: 150
Posted By Farfarer
Try this, you're probably not baking synced...

Try this, you're probably not baking synced normals...
www.farfarer.com/blog/2012/06/12/unity3d-tangent-basis-plugin-xnormal/
Forum: Technical Talk 05-13-2015, 09:42 AM
Replies: 5
Views: 150
Posted By Farfarer
Try this... In the Inspector for the FBX file… ...

Try this...
In the Inspector for the FBX file…
Set Normals to Calculate.
Set Smoothing Angle to 180.
Set Normals to Import.
Set Tangents to Calculate.

Or you can stick this file in an Editor...
Forum: Technical Talk 05-13-2015, 09:00 AM
Replies: 239
Views: 26,681
Posted By Farfarer
Out of curiosity, do you have copy/paste working...

Out of curiosity, do you have copy/paste working with 16bit? I've been trying to do that with some stuff I'm working on and I can't seem to get better than 8bit (as it's stored in the clipboard as...
Forum: Technical Talk 05-12-2015, 06:27 AM
Replies: 371
Views: 173,121
Posted By Farfarer
Not easily, no. There will always be a...

Not easily, no.

There will always be a slight waviness there unless you add in some bevels to reduce the issues further (but even that can be tricky to nail exactly). It's just the nature of...
Forum: Technical Talk 05-12-2015, 04:32 AM
Replies: 371
Views: 173,121
Posted By Farfarer
Try expanding the cage more horizontally than...

Try expanding the cage more horizontally than vertically. That should help cut down on the wavering edges a little (although it can introduce other issues like more pronounced skewing on the...
Forum: Unity 05-09-2015, 09:33 AM
Replies: 4
Views: 225
Posted By Farfarer
The vertex count you see in your 3D app doesn't...

The vertex count you see in your 3D app doesn't reflect the true count of vertices as the game engine sees them. It doesn't count all the vertex splits due to UV, normal or colour differences (or any...
Forum: Technical Talk 05-03-2015, 08:25 PM
Replies: 5
Views: 295
Posted By Farfarer
Yeah, Python is a good pace to start. It's...

Yeah, Python is a good pace to start.

It's sort of language like in its logic (and instead of &&, or instead of || and more elaborate stuff gets finished like... if x not in y: instead of if...
Forum: Technical Talk 05-03-2015, 02:43 PM
Replies: 4
Views: 256
Posted By Farfarer
Nice work, dude. I'll definitely give it a go :)

Nice work, dude. I'll definitely give it a go :)
Forum: Technical Talk 04-30-2015, 02:16 PM
Replies: 2
Views: 137
Posted By Farfarer
You probably want a root node that joins the two...

You probably want a root node that joins the two arms, rather than having two separate skeletons for the arms.

Then bind the mesh to the whole skeleton.
Forum: General Discussion 04-27-2015, 03:05 PM
Replies: 58
Views: 3,076
Posted By Farfarer
Also remember the ADF tech behind Mischief works...

Also remember the ADF tech behind Mischief works in 3D, too. So you can do that, but with sculpting.
Forum: Technical Talk 04-27-2015, 02:03 PM
Replies: 2
Views: 119
Posted By Farfarer
Yeah, if you want it to just render, you'll want...

Yeah, if you want it to just render, you'll want to apply a morph deformer to the mesh.

If you actually want to apply it permanently, Vertex Maps > Apply Morph... from the main menu bar.
Forum: Unity 04-27-2015, 12:31 AM
Replies: 9
Views: 371
Posted By Farfarer
The splat map is just an RGB texture. You could...

The splat map is just an RGB texture. You could swap it out with your own.
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