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Member Since 14 Mar 2008
Offline Last Active Yesterday, 08:35 AM

Ep's tool-dev diary > A vertex occlusion baking guide

Posted eppo on Yesterday, 04:15 AM


Finally got around to add an ambient occlusion baker to the pipeline.

I'm baking it all to vertex maps, as these give generally good results and avoid the hassle and memory demands of having to assign unique texture space to every triangle in a mesh. Meaning I could no longer use the render-to-texture-only routines provided by Modo. Also, lots of...

Ep's tool-dev diary > More of the bool-tool

Posted eppo on 13 October 2014 - 05:20 AM

Been trying to build larger scenes using the CSG method.

As base building blocks I use a series of SubD shapes as they avoid making everything look too angular. The older mesher used to make a mess of curved surfaces, but this version handles them well. These basic chunks have all their uvs, splat maps and density maps for foliage replication already app...

Ep's tool-dev diary > The Feature-fracturing algorithm

Posted eppo on 23 September 2014 - 10:52 AM

Time for yet another rewrite of my CSG tool. Yup.

Instead of going down the iso-surfacing road like earlier attempts, I now take a more boolean-like approach. This in the sense that I no longer convert the input geometry into an intermediate distance field, but keep it in its original b-rep form throughout the merging process. The advantage being that it...

Ep's tool-dev diary > Multi-texturing + Yoshi's Island

Posted eppo on 05 July 2014 - 10:03 AM


Modo's 'shader tree':


It's a peculiar thing at first: instead of creating explicit materials, you add shading components (textures etc.) to a single hierarchy. Polygons are then assigned tags which correspond to masking-groups (a sort of polygon-'gateway') located in the tree. During shading...

Ep's tool-dev diary > Mesher ~ another iteration

Posted eppo on 22 April 2014 - 06:14 AM

Felt my meshing tool needed another rewrite; getting trickier though.

The idea behind the tool is to construct a mesh using smaller simpler building blocks; kind of like a purely additive CSG modeller. I started out with a Marching Cubes implementation, but I really wanted it to be able to capture sharp edges in the base geometry. Also the triangle quali...