Blake Withers 💛💙

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Blake Withers 💛💙

Blake Withers 💛💙

@bwithers

Associate Technical Art Director || Character Artist || Senior Tech Artist

Toronto Katılım Mart 2009
276 Takip Edilen142 Takipçiler
Blake Withers 💛💙
Blake Withers 💛💙@bwithers·
@henningsanden Also note that triangles have no effect on deformation what so ever. Deformation occurs on the vertex along the edge connecting the vertices. So given the quad formed by points ab, bc, cd, da the quad can be folded along the edge formed by points be.
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Blake Withers 💛💙
Blake Withers 💛💙@bwithers·
@henningsanden All rendering of polygons is done with triangles. All. Rendering. Of. Polygons. Is. Triangles. If you can see the 3d model it's triangles.
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Henning Sanden
Henning Sanden@henningsanden·
Is this topo pattern used in games or do you simply turn them into triangles? I used this a lot for film assets, as its clean and all quads
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Blake Withers 💛💙
Blake Withers 💛💙@bwithers·
@henningsanden The weirdness here is that if also make hard edge seams and use mikk-t you'll get a new error or if the bake triangulation and engine triangulation are different but both use mikk-t you'll get normal map seems at the uv shell edge.
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Blake Withers 💛💙
Blake Withers 💛💙@bwithers·
@henningsanden The difficulty here is that mikk-t tangent space changes this. When using mikk-t you in fact don't want to do that anymore. And when using marmoset or painter to bake you'll actually unless you actively say not to recompute tangents at bake.
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Henning Sanden
Henning Sanden@henningsanden·
What's a good visual example of 'all hard edges need a UV seam'? I want to show examples of why it's needed, and where it breaks if you dont have one.
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Blake Withers 💛💙
Blake Withers 💛💙@bwithers·
@henningsanden A vertex has 1 normal, it can only point in 1 direction. A model that is shaded so that you can see each face actually has more vertices even though your modeling software does not tell you this.
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Henning Sanden
Henning Sanden@henningsanden·
Here's a draft of my What Are Normal Maps - Game Essentials article. I'd love feedback! Anything incorrect, something missing, easy to understand? It's written for beginners notion.so/What-Are-Norma…
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Blake Withers 💛💙
Blake Withers 💛💙@bwithers·
@henningsanden The color breakdown also explains why normal maps are mosty blue Only in the case of tangent space normal maps. A normal map could be object or world space
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Jonathan Lampel
Jonathan Lampel@JonLampel·
Hate to say it, but Y up makes more sense than Z up. Z is up if you're drawing on a piece of paper on a table, which is great for drafting and CAD. But in entertainment, the camera is the 'paper' you're drawing to and it's almost never pointed down, virtually or on a screen
Tim Sweeney@TimSweeneyEpic

Indeed Unreal Engine is moving to Left-Up-Forward coordinates everywhere, starting with UEFN, and coming to UE5-6 in an incrementally-adoptable way through UI settings and C++ helper functions/macros to ease the transition. This will align Unreal with Y-Up, right handed standards of USD and glTF. Why? Because future 3d tools and ecosystems will be increasingly interoperable and standards-based. There are a lot of missing standards we’ll need to propose, and Team Unreal will be far more successful proposing new things if we adopt and add to existing standards and conventions. The USD-glTF-Maya-Houdini quadrant is the center of mass for complex code-art-pipeline tooling that is highly sensitive to coordinates. (Flipping coordinates when exporting from AutoCAD or Blender is easy enough; changing a movie vfx pipeline is not). Coordinates based on project settings sound like a have-it-your-way compromise but are a combinatorial mess when projects are a mix of code modules and content packages from many independent authors. The best time to make this change would have been 1995, but I believe the second best time is now with the launch of Scene Graph in UEFN.

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Blake Withers 💛💙
Blake Withers 💛💙@bwithers·
@Fluevog you discontinued the BBC boot?! Why?! It was your classic staple that you never put on sale because it was so standard...
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Blake Withers 💛💙 retweetledi
AmiAmi Report
AmiAmi Report@AmiAmi_Report·
🎊#amicoX_35K Campaign🎊 1 lucky winner will win 35K AmiAmi Points👑 🧡How to Enter🧡 ✅ Follow @AmiAmi_Report ✅ Repost this post 📢Enter by Mar. 16 at 11:59PM (JST) Amico's X is almost at 35K followers✨️ Join us to celebrate her activities on @amicoamiami (*Acc in Japanese)
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FlippedNormals
FlippedNormals@FlippedNormals·
Upgrade your character designs with this all-in-one eye kit featuring meticulously crafted, game-ready models, textures, and shader setups. Buy today and get 25% off this easy drag and drop solution for high quality eyes 👀 flipnm.co/4gXyZHQ
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Blake Withers 💛💙
Blake Withers 💛💙@bwithers·
To save time: set the material to cast shadows as masked. Then add a shadow pass switch node. Into the pin labeled default plug you regular opacity. Plug your opacity in to a dither temporal AA and plug that into the shadow pass plug.
80 LEVEL@80Level

Learn how to achieve realistic translucent shadows in Unreal Engine 5 with a trick from @PolySphere3D's new video, allowing you to control the shadow's intensity while adapting to dynamic lighting scenarios. Watch here: 80.lv/articles/tutor…

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Aaron 🦎
Aaron 🦎@AaronC3D·
Kim Kitsuragi Project
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Blake Withers 💛💙
Blake Withers 💛💙@bwithers·
@andrewpprice One of the "easiest" is renderdoc. It'll let you capture 1 or more frames and the. Step through the entire render of the scene. You'll be able to see the meshes submitted, all the textures, the assembly code for the shader.
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Andrew Price
Andrew Price@andrewpprice·
Probably a naive question, but is there any way to expose the raw texture files used in video games? Or are they packed in a way to obfuscate them? Always curious what the decals and trimsheets actually look like.
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Blake Withers 💛💙
Blake Withers 💛💙@bwithers·
@Destiny2Team ya know that PC people might use multiple desktops which use ctrl to switch between them. Not being able rebind that is real annoying.
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