Wednesday, June 29, 2005
Thursday, June 23, 2005
Soft shadows trick
"A simple setup to get correct soft shadows from lights. It's based on the spinning light trick, but a bit elaborated. Motion blur is required; it works great with Fprime, and it's good for animation....
....It gives a good circular soft shadow, like sun's one or even interior lamps.
It can be improved with sliders; you can get custom-shape shadows modifying target's path.
Just load the scene, put an object on a plane and play with it, it's fairly simple and can be improved... place here your ideas if you like."
....It gives a good circular soft shadow, like sun's one or even interior lamps.
It can be improved with sliders; you can get custom-shape shadows modifying target's path.
Just load the scene, put an object on a plane and play with it, it's fairly simple and can be improved... place here your ideas if you like."
Wednesday, June 22, 2005
Invert Morphs
Swap base with another morph, and so on.
(You could do this but applying morphs at -100% and so on but this might be a quick helper under the maps tab.)
(You could do this but applying morphs at -100% and so on but this might be a quick helper under the maps tab.)
Tuesday, June 21, 2005
Sunday, June 19, 2005
Friday, June 17, 2005
Wednesday, June 15, 2005
Tuesday, June 14, 2005
Sunday, June 12, 2005
Saturday, June 11, 2005
Low poly "photorealistic human face" tute
CGtalk teturing tute thread re: texturing for a "photorealistic low poly human face."
Probably a good starting point for high-poly photoreal face texture in terms of blocking in base colours and so on...
Probably a good starting point for high-poly photoreal face texture in terms of blocking in base colours and so on...
Friday, June 10, 2005
NEW PRIEST
Whoah, I approached this album with a fair amount of scepticism, as most awesome metal bands end up recording urinal cake standard material after about 4 releases.
The new Judy album is fucking gold, riffs & drums are just modern enough to make them better than if they were thin & shitty 80's sounding.
But Halford is in fucking top form. The first track says it best
JUDAS IS RISING.
damn fucking right!!!
get this & play it for your signifigant other, all of a sudden you wont have to listen to something gay in the car, she'll let you play this as you charge down the highway. If you liked the Darkness in 2002 (& you fucking well better have) this is the next best thing.
The new Judy album is fucking gold, riffs & drums are just modern enough to make them better than if they were thin & shitty 80's sounding.
But Halford is in fucking top form. The first track says it best
JUDAS IS RISING.
damn fucking right!!!
get this & play it for your signifigant other, all of a sudden you wont have to listen to something gay in the car, she'll let you play this as you charge down the highway. If you liked the Darkness in 2002 (& you fucking well better have) this is the next best thing.
Thursday, June 09, 2005
Newtek thread regarding Unfold3D tutorial ...
The tute in question is HERE
On page 2 of the newtek thread (post #20) there are some tips about getting a perfectly symmetrical UV map with a few steps after those outlined in the Unfold3D tutorial.
- Mesh Reknitter plugin is used
There is also Lynx's Relax UV plugin, which, according to a post in THIS Spinquad thread,* "does a nice job with additional uv cleanup after unfolding"
*(also about using Unfold3D for ripping UV maps)
On page 2 of the newtek thread (post #20) there are some tips about getting a perfectly symmetrical UV map with a few steps after those outlined in the Unfold3D tutorial.
- Mesh Reknitter plugin is used
There is also Lynx's Relax UV plugin, which, according to a post in THIS Spinquad thread,* "does a nice job with additional uv cleanup after unfolding"
*(also about using Unfold3D for ripping UV maps)
Monday, June 06, 2005
Saturday, June 04, 2005
Wednesday, June 01, 2005
Relax UVs Modeler plugin
This plugin does NOT magically rip great UV maps.
BUT it is a good tool to use during manual "pelting" to minimise stretching.
I use it this way:
STEP 1 -
Manually rip a map, stretch tweak and tidy it a bit by hand, then run "relax UVs" to take out some of the distortion. (Check "Lock boundary" and "Quad Substructure")
Then manually fix any issues caused by "relax UV".
- it may have caused overlap around holes: eyes, mouth, ears
STEP 2 -
Set up dual window display, one side UV display and the other textured wire, perspective view.
In surface editor assign a checkered test texture to the surface using the new UV map. Select the polys where the texture has the most stretching, and run "relax UVs" again on those polys only. You may need to go back (undo) deselect some polys and rerun "relax UVs", to isolate the relax area of effect.
STEP 3 -
Now, instead of a mess of distortion, your checkered test texture is largely pretty cool, with some small areas of obvious stretching. On the textured wire perspective view you can select points where the texture is stretched, and move the points in the UV display window, to make your UV map rad in a relatively short space of time.
NOTE: when manipulating points in the UV window, transform UV map -50% on the U axis, then activate symmetry.
(Selecting a point and moving with the "T" move tool will move the other side in symmetry, the DRAG tool unfortunately doesn't work in symmetry yet in this particular context.)
BUT it is a good tool to use during manual "pelting" to minimise stretching.
I use it this way:
STEP 1 -
Manually rip a map, stretch tweak and tidy it a bit by hand, then run "relax UVs" to take out some of the distortion. (Check "Lock boundary" and "Quad Substructure")
Then manually fix any issues caused by "relax UV".
- it may have caused overlap around holes: eyes, mouth, ears
STEP 2 -
Set up dual window display, one side UV display and the other textured wire, perspective view.
In surface editor assign a checkered test texture to the surface using the new UV map. Select the polys where the texture has the most stretching, and run "relax UVs" again on those polys only. You may need to go back (undo) deselect some polys and rerun "relax UVs", to isolate the relax area of effect.
STEP 3 -
Now, instead of a mess of distortion, your checkered test texture is largely pretty cool, with some small areas of obvious stretching. On the textured wire perspective view you can select points where the texture is stretched, and move the points in the UV display window, to make your UV map rad in a relatively short space of time.
NOTE: when manipulating points in the UV window, transform UV map -50% on the U axis, then activate symmetry.
(Selecting a point and moving with the "T" move tool will move the other side in symmetry, the DRAG tool unfortunately doesn't work in symmetry yet in this particular context.)
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