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Forum: Technical Talk 08-26-2015, 12:21 PM
Replies: 5
Views: 285
Posted By Farfarer
Also, the more UV splits, the more vertices you...

Also, the more UV splits, the more vertices you have and the more issues you'll get from mip seams and such (and more space wasted in padding as a result).

Also makes LOD meshes trickier to make...
Forum: Technical Talk 08-23-2015, 10:48 AM
Replies: 2
Views: 137
Posted By Farfarer
In the polygon tab there should be Reduce > Merge...

In the polygon tab there should be Reduce > Merge > Unify?

If not you can select one poly by clicking on it (that'll select both overlapping polygons) then hit the down arrow key to deselect the...
Forum: Technical Talk 08-23-2015, 06:43 AM
Replies: 666
Views: 82,339
Posted By Farfarer
You should be able to set up a batch - the XML...

You should be able to set up a batch - the XML specification is in the help docs, I think. If not, it's online.
Forum: Technical Talk 08-22-2015, 02:13 PM
Replies: 2,826
Views: 385,573
Posted By Farfarer
Also, if you give xNormal an FBX with Tangents...

Also, if you give xNormal an FBX with Tangents and Binormals, it'll use the ones supplied by the FBX, rather than generating them from the MikkTSpace plugin.
Forum: Technical Talk 08-22-2015, 12:49 PM
Replies: 2,826
Views: 385,573
Posted By Farfarer
I *think* you can export the FBX as Z-Up from Max...

I *think* you can export the FBX as Z-Up from Max and xNormal should account for that? If not, then you'd need to use OBJ and ensure that it's set tp Z-Up in the export prefs.

I figured it out for...
Forum: Technical Talk 08-22-2015, 12:01 PM
Replies: 2,826
Views: 385,573
Posted By Farfarer
Max has green as Z rather than Y (because Max is...

Max has green as Z rather than Y (because Max is Z-Up) so the outputs won't work properly with the converter straight out of Max.

Try swapping the G and B channels of your object space map and...
Forum: Technical Talk 08-21-2015, 08:16 AM
Replies: 4
Views: 179
Posted By Farfarer
A sized paper is 1:sqrt(2) in dimension ratios,...

A sized paper is 1:sqrt(2) in dimension ratios, which as MoP mentioned is 1:1.41 or thereabouts.

So unwrap everything into a UV area of (0,0) to (1, 1/sqrt(2) which is about 0.707). You should be...
Forum: Technical Talk 08-21-2015, 08:04 AM
Replies: 4
Views: 138
Posted By Farfarer
Could be your RAM is dodgy. Have you noticed any...

Could be your RAM is dodgy. Have you noticed any instabilities when running other memory intensive programs?
Forum: Technical Talk 08-21-2015, 05:12 AM
Replies: 10
Views: 321
Posted By Farfarer
One thing to be wary of with quads is that the...

One thing to be wary of with quads is that the triangulation (how the quads are split into triangles) can have an effect on normal mapping.

So it's often a good idea to triangulate your mesh...
Forum: Technical Talk 08-19-2015, 06:36 AM
Replies: 15
Views: 556
Posted By Farfarer
Cool, didn't know there was an SDK for that :)

Cool, didn't know there was an SDK for that :)
Forum: Unity 08-19-2015, 02:55 AM
Replies: 6
Views: 185
Posted By Farfarer
Not that I know of, but you could probably code...

Not that I know of, but you could probably code it up as an editor script?
Forum: Technical Talk 08-19-2015, 02:47 AM
Replies: 3
Views: 123
Posted By Farfarer
Not quite... the texture gets chunked up into...

Not quite... the texture gets chunked up into small grids. There's an algorithm that then tries to preserve the gradient of colours across that grid (and at the same time, it compresses the depth of...
Forum: Technical Talk 08-19-2015, 12:38 AM
Replies: 11
Views: 618
Posted By Farfarer
In that case, XNormal has nothing to do with it....

In that case, XNormal has nothing to do with it. XNormal is about baking from geometry, not generating from diffuse maps.

Just greyscale your diffuse in Photoshop and brighten/darken areas to make...
Forum: Technical Talk 08-18-2015, 01:42 PM
Replies: 15
Views: 556
Posted By Farfarer
XNormal quality is fine, although it only...

XNormal quality is fine, although it only supports 16bit output via TIFF format (and EXR, but that's a hefty format to use).

XNormal supports specific tangent bases via plugins. It's still the...
Forum: Technical Talk 08-18-2015, 10:40 AM
Replies: 15
Views: 556
Posted By Farfarer
Well, the existing ones (Max, Maya, pre-901 MODO)...

Well, the existing ones (Max, Maya, pre-901 MODO) didn't bake to any engine's tangent basis. You could bake in them, but they wouldn't sync fully.

MODO 901 supports custom tangent basis now. And...
Forum: Technical Talk 08-18-2015, 07:01 AM
Replies: 15
Views: 556
Posted By Farfarer
Yeah, xNormal is still used a lot. Although there...

Yeah, xNormal is still used a lot. Although there are a lot more viable alternatives cropping up these days.
Forum: Technical Talk 08-17-2015, 12:35 PM
Replies: 11
Views: 618
Posted By Farfarer
Knald is my favourite of the available apps, too.

Knald is my favourite of the available apps, too.
Forum: Unity 08-15-2015, 02:59 PM
Replies: 10
Views: 278
Posted By Farfarer
Yeah, on the tile based chips (most mobile chips)...

Yeah, on the tile based chips (most mobile chips) alpha blend is actually far more efficient than alpha test. Alpha test can be pretty crippling to performance.

Overdraw is a problem for either,...
Forum: Technical Talk 08-15-2015, 04:36 AM
Replies: 3
Views: 220
Posted By Farfarer
Generally covering a diffuse map into a normal...

Generally covering a diffuse map into a normal map isn't going to give you good results.

By and large the best that can be done is it treats the diffuse map as a height map... so anything that's...
Forum: Unity 08-13-2015, 05:08 PM
Replies: 5
Views: 211
Posted By Farfarer
It's too subjective to tell. You're just going to...

It's too subjective to tell. You're just going to have to try it out on various devices and see what works and what doesn't.

Polycount, even on mobile, isn't likely to be the bottleneck. More...
Forum: Technical Talk 08-09-2015, 02:14 AM
Replies: 412
Views: 67,855
Posted By Farfarer
I think that's just padding, it's harmless...

I think that's just padding, it's harmless (actually it's beneficial, but my point I'd that it's not an error, it's meant to do that).
Forum: General Discussion 08-02-2015, 05:01 PM
Replies: 103
Views: 7,552
Posted By Farfarer
It's really down to what suits you the most. ...

It's really down to what suits you the most.

To me, MODO is something that's actually enjoyable to use. It starts fast, the tools work across everything (you can add edge loops to your mesh from...
Forum: Technical Talk 07-28-2015, 07:28 AM
Replies: 2
Views: 197
Posted By Farfarer
Your link is broken. Give this a go, I wrote...

Your link is broken.

Give this a go, I wrote it for someone as a favour;

#!/usr/bin/env python

import lx
import os

# Check if the scene has been saved.
Forum: Unity 07-25-2015, 09:28 AM
Replies: 5
Views: 391
Posted By Farfarer
You shouldn't need the combine children script...

You shouldn't need the combine children script for Unity 5 because you can static batch now. Used to be a Pro only feature.
Forum: Unity 07-25-2015, 02:19 AM
Replies: 5
Views: 391
Posted By Farfarer
So, batching is good, but there if a bit of...

So, batching is good, but there if a bit of overhead involved with each dynamic batch. What that means is that there's a trade off point where you'll see benefits from dynamic batching but only after...
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