Search results

Jump to: navigation, search
  • An Ambient Occlusion (AO) map creates soft shadowing, as if the model was lit without a direct light source, like on a cloudy day. Similar map ty ...n be [[Ambient occlusion vertex color|stored in the vertex colors]] of the model. [http://en.wikipedia.org/wiki/Screen_Space_Ambient_Occlusion Screen Space
    10 KB (1,675 words) - 18:27, 5 September 2023
  • ...of more surface detail or better curvature. However, the silhouette of the model doesn't change. normalmap_stairs.jpg|A normal mapped model, the mesh without the map, and the normal map alone.<br>Image by [http://er
    26 KB (4,013 words) - 10:41, 27 November 2018
  • ...ultiple [[Texture Types]] are often used to control different parts of the shader, such as [[Normal map]] or [[Specular color map]]. ...node-based material editor, [[Texture Baking|baking]] image data from one model to another, etc.
    6 KB (871 words) - 08:59, 12 May 2016
  • ...p reflections in real-time if you use the DDS cubemap format and a DirectX Shader material. ...mode. Use a Multi/Sub-Object material to apply the six cube faces to a Box model, and adjust the bitmap coordinates for each of the six bitmaps: change all
    20 KB (3,089 words) - 17:25, 22 August 2018
  • ...g decals, care must be taken to avoid [[Z-Fighting]]. However if you use a shader with depth offset this completely avoids Z-fighting. ...influence normals of the underlying surface, use deferred rendering and a shader with per-channel GBuffer mixing. See [http://www.polycount.com/forum/showpo
    2 KB (351 words) - 20:22, 1 October 2015
  • ...p|cube map]]. When a [[:Category:Shaders|shader]] adds the cube map to the model's diffuse map the result is similar to global-illumination, except it is ex ...if_nmech_env-alone.jpg|thumb|left|The convolved cube map on a normalmapped model.]]
    4 KB (491 words) - 18:17, 22 May 2016
  • * Use atlas maps to get many small items together in one texture/material/shader. ...to the next has different amounts of overhead depending if its a different shader or not!
    2 KB (358 words) - 04:43, 29 July 2014
  • ...LODs have a lower vertex count (50% or so) and simpler [[:Category:Shaders|shader]] (diffuse only, for example). LOD0 is the highest level of detail, your original model. Zero is always the highest because the number of LODs is unknown, so if yo
    4 KB (666 words) - 11:24, 16 July 2023
  • ...eft|Multiplying vertex color onto a texture, using a 4x multiply [[Shaders|shader]] to over-brighten. This example uses vertex color, but a light map could e ...to waste more texture space, so the light map pixels end up larger on the model, the lighting is more blurry.
    5 KB (769 words) - 13:20, 14 March 2015
  • The purpose of this document is to explain how to set up a model for Quake 3 Arena, create the necessary animation and conversion files, and ...Studio (also by Kinetix). The following instructions assume that you will model and animate with 3dsMax and Character Studio.
    19 KB (2,817 words) - 08:55, 17 November 2015
  • '''NOTE:''' The Quake 3 Arena Shader Manual is also ...//dl.fileplanet.com/dl/dl.asp?q2pmp/Q3AShader_manual_pdf.zip Quake 3 Arena Shader Manual in .PDF format] Quake III Arena
    83 KB (13,332 words) - 08:42, 17 November 2015
  • The staircases in Mass Effect (see below) probably have a specific parallax shader written for them; a generic parallax mapping solution would probably not gi # Adjust the "displacement map" sliders until your model has the desired appearance.
    5 KB (831 words) - 11:27, 17 June 2020
  • * Model-unwrap ** model-unwrap.shtml
    13 KB (1,652 words) - 04:45, 29 July 2014
  • When you export a model from your baking tool, it is best to choose a format like FBX which can sto ...m/ Handplane] is a free utility that converts an object-space normal map + model into different tangent spaces. This allows a synced workflow with various t
    15 KB (2,395 words) - 08:22, 4 December 2023
  • ...work, but trust me, it's not. A lot of it comes from creating a good base model with uvs. From there it's only a matter pushing and pulling verts to create Be descriptive with the name. Identify left and right with _L and _R. If a model has similar multiple objects like toes or fingers use numbers.
    27 KB (4,582 words) - 08:25, 27 September 2017
  • ...d cropped out using a [[Shaders|shader]] (at the expense of increasing the shader instructions). When a game model is textured using a single texture sheet, the texture will have typically h
    8 KB (1,156 words) - 14:51, 21 June 2020
  • ...(for example, UV goes from -1 to 2) then the texture will tile across the model. ...hen the UVs go beyond the 0-1 square. These methods can be chosen with a [[Shader]].
    10 KB (1,448 words) - 21:40, 17 May 2020
  • ...Baking|baked]] into [[Texturing|textures]] for a lower-resolution in-game model. Often these tools include 3D painting as well. ...te, and render in other applications. Decimation tools should preserve the model's essential form without degrading texture coordinates or material boundari
    35 KB (4,575 words) - 11:24, 26 June 2021
  • ...ince each channel is really just a range of grays. The [[:Category:Shaders|shader]] will control which channel you need to store the transparency map in. ...e time as bitmap-based transparency, allowing greater control. However the shader must be specifically written to support vertex alpha.
    14 KB (2,136 words) - 10:40, 20 May 2020
  • [[Texture_Baking|Baking a normal map]] from a high-resolution model will often look better than one [[Normal_map#2D_Workflow|sampled from a tex ...ply use as much detail as you want. The number of vertices you can use per model depends on many factors, see [[Polygon Count]].
    17 KB (2,714 words) - 13:08, 25 June 2020
  • Texture baking is the process of transferring details from one model to another. ...etail and saves that into a [[Texture types|texture map]], using the first model's [[Texture Coordinates]].
    28 KB (4,333 words) - 10:25, 26 June 2021
  • ...skinning remain the same, no matter the final algorithm used in the vertex shader. ...cessary to the system. All bones in the Skin must be passed to the Vertex Shader- it is perfectly fine to have bones in the skeleton that are not part of th
    8 KB (1,237 words) - 11:40, 14 March 2015

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)

Personal tools
Namespaces

Variants
Views
Actions
Navigation
Tools