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ThePassiveAggressor
Приєднався 3 жов 2008
Replaying Heretic
Fancied playing good old Heretic again. How far can I get without dying on Hard?
(Note: playing with the brutal heretic mod)
(Note: playing with the brutal heretic mod)
Переглядів: 41
Відео
Unreal 5 Vertex Snapping
Переглядів 2,3 тис.8 місяців тому
In this video, I'm going to show you the way I get unreal 5's Vertex Snapping to behave
Blender Right Click Settings
Переглядів 7 тис.3 роки тому
Short video showing which settings I use for making blenders right select mode better
Improving Affinity Photo for Game Art
Переглядів 2,6 тис.5 років тому
This video show some bug fixes and feature requests to make affinity photo better at game art
Normal Maps for Pixel Art
Переглядів 104 тис.5 років тому
In this tutorial, I show how to create sharp normal maps for pixel art. Reference Image: drive.google.com/open?id=127iKKzJpCJd5xtv8ILcSGCf7pXmP75lm NormalMapTool: drive.google.com/open?id=1llztGCK5lxmCgSXgGFe421ePR1F5Jued
Experimenting with Specular Maps for Pixel Art
Переглядів 9 тис.5 років тому
In this quick video, I show an experiment where I see how well specular maps work for pixel art. As requested, source pixel art: drive.google.com/file/d/1WvKxodEnrqGksUGKO3c_ilTyY1QivrXJ/view?usp=drive_link
Creating 3D Game Models from Video using Photogrammetry
Переглядів 51 тис.6 років тому
In this video i'll be show you how to take a video of an object and turn it into a game ready model. Software: VLC www.videolan.org/ Krita krita.org/en/ COLMAP colmap.github.io/ MeshLab www.meshlab.net/ Blender www.blender.org/
Pixel Art Anti Aliasing and Sub Pixel Animation
Переглядів 19 тис.7 років тому
Tutorial of pixel art anti aliasing and sub pixel animation
Affinity Photo Alpha Picking
Переглядів 3157 років тому
Quick video showing Affinity Photo's ability to pick colours with transparency information, something which most graphics software dont do.
HexEdit Template Tutorial
Переглядів 1,5 тис.8 років тому
This tutorial shows how you can use HexEdit's templates to debug a binary file. HexEdit: www.hexedit.com/
Vertex Normals in Maya
Переглядів 38 тис.9 років тому
Here is a details tutorial on vertex normals in Maya. Here is a link to the script to copy the vertex normal: pastebin.com/5UKR16uU and here is a link to the script to paste the vertex normals: pastebin.com/TC8MDTvx
Getting the Cashpot on Super Jack Fruit
Переглядів 3079 років тому
Here is a quick video of me finally getting the Cashpot on my favourite fruit machine game on the iPad.
threewave like server on quakelive 60fps
Переглядів 2469 років тому
Little recording of me playing on a quakelive server that plays like the old threewave games. Its 60fps so watch using chrome.
Gimpel3D Tutorial
Переглядів 6 тис.9 років тому
Here is a little tutorial I did on converting a single 2D picture into a 3D one using Gimpel3D. Gimpel3D is now free, you can get it here: www.gimpel3d.com/
SpriteAtlas Feature Request for ASEPRITE
Переглядів 76010 років тому
This is a video explaining a feature request I made for ASEPRITE ( www.aseprite.org/ ) and that is for editing sprite atlas with a map preview.
Super nice, exactly what I was looking for, thx!
Glad you liked it :)
Thankyou
Your very welcome :)
height maps == depth maps? what?
Yes, its just a different name for the same thing. silly huh :)
@@ThePassiveAggressor yeah caught me off guard
thank you!
your very welcome :)
thank you. it is still incredible how such a huge feature still hasn't received the polish it would need in ue!
Yes, I totally agree!
This is simply *brilliant*, it's so simple but so brilliant :O Three dimensions, three colors channels, then using a color to represent an angle, it's just genius omg
Yeah, its really cool isn't it. There are other example of different channels being using for different things too :)
You just helped solve a problem I had where I couldn't turn snapping off. Cheers!
Very happy it helped :)
Nice video. Normal map generator can't generate nothing from the colored texture because it's not how it works. It can generate normals from height map..
Thanks, glad you liked it and yes generating normal maps from height maps will give much better results.
also from my side: THANK YOU. this issue was drivin me active agressive with my modular kit......
Very glad it helped, I really hope Epic make this better soon.
THANK YOU
Your very welcome :)
Thank your vedio really helpful for me 😊
I'm very glad :)
My goodness, thank you so much for this video. Short, simple, and straight to the point!
Your very welcome, glad you found it helpful :)
Thank you so much for explaining and demonstrating the Vertex Normals. The Copy and Paste Vertex Normals is something I've been looking for and I'm glad I've came across this video! You're a legend!
Thank you for the nice comment, I'm very glad you found it helpful :)
most based video ever watched
Thanks :D
Thank you so much ? very usful tutorial woth great explanation!!
Glad you liked it, thanks :)
Great tutorial
Thanks :)
What diff between this and gaussian splat.
Theres quite the difference, Photogrammetry makes textured polygon models (usable in a lot of software) where as Gaussian splats make volumetric data that currently has limited uses (but is often more visually pleasing)
great explanation
Thanks :)
good video and thanks for that reference image
Your most welcome, glad you liked it :)
Thhis is super helpful. I cant believe this is so hard in Unreal (coming from unity where its so easy). My problem is thay currently im working in UEFN (For fortnite) and cant see any similar settgings :-/ Do yo know if they exist? edit: Just tried the hiding all technique and that works - such a silly thing to have to do though
Glad it helped. I'm surprised epic haven't fixed this to be honest.
why would you wana have it on right click, its stupid, you want right for move.
So many good tips, thank you.I love the mel buttons.
Your most welcome, glad you liked it :)
Amazing video mate, good voice quality, relaxing music and really well explained all with some tips.
Thank you for the nice comment, glad you liked it :)
Thank you so much for explaining this is in such a thorough way. I think this may cure my headache.❤🩹
Your very welcome! I'm glad you liked it :)
thanks x
your very welcome :)
Only one question left: Isn't pixel art exclusively used in to make 2D graphics? And aren't normal maps exclusively used to make 3D surfaces? In other words, what are pixel art normal maps used for? Can they be used to add a depth effect to 2D retro games like Super Mario Bros?
Yes you can use normal maps in 2D games. Have a look at this: ua-cam.com/video/EA_A8qhTh-8/v-deo.html
@@ThePassiveAggressor Wow!
:-)@@cube2fox
Oh damn!!! I've messed around with normal maps before but never quite understood how they work, thank you for this tutorial!
Glad you found it useful :)
Awesome
Thanks :)
This is a good example of small channels sometimes having the best content. For 1 year, I didn't understand how to make normal maps or even how they work and why do they look like complicated polarized glasses, but this video made made me understand everything about normal maps I ever wished and even more!
Thanks for the nice comment, really glad it helped :)
Can you share the pixel art, the normal map and specular map if possible? I want to try it in opengl...
I've added a link to my art in the description :)
@@ThePassiveAggressor Ah sorry, I didn't see this. I am still unable to access it.. It's asking me for login..
@@2dapoint424 I've changed the files permission, please try again
@@ThePassiveAggressor Thank you so much!! I can see the files.
OMG, the best normal map explanation I've ever seen... working on TechArtist position for 2 years.
Thanks for the nice comment, glad you liked it :)
Truly thank you, kind sir, thank you so much! really complete and comprehensible, very helpful! thank you again and have a nice day
Thank you for the lovely comment, hope you have a great day too :)
The ONLY video that subpixel and antialias makes sense for me, thanks for all useful tips! Super helpful!
Thank you for you nice comment, glad it helped :)
i much prefer right click coming from blender 2.6 but they broke it so you cant lasso select if you change it to be the right click select. youll have to press the lasso icon like some monkey instead of just holding ctrl like in 2.79
yeah, that is a shame.
Hey, can I ask you, do you still have the source code for that tool? Would be nice to see how it's done.
I should have it somewhere, I'll see if I can dig it up. It just convert the RGB values into vectors, then does some simple angle calculations
By any chance is there a process name or plugin that does the Normalize feature that your program uses. Because this is an insanely useful tool for video game modding and squeezing out additional details in DXT5 compressed normals for Valve games.
Sadly there isn't at the moment, but its something I could probably do if I can find some spare time. What would be the most useful to you do you think? an exe that would take an input and output filename?
The workflow with the tool atm is fine. I tend to just keep it up and load in map 1 then hit normalize and export the result. only thing I could think that would improve workflow is add a drag-and-drop feature and maybe TGA support. But in reality a few extra secs won't kill anyone in my opinion. Now if there was a conversion project that needed to batch edit several normals then I could see how such a feature would be heavily needed. But as for now it works great and has made me more curious on wanting to understand normal maps more
@@forgottenalex cool, I'm crazy busy at work at the moment, so finding time would have been tricky. Thanks :)
This was so useful . First time i fully understood anti aliasing. Also now i know how to proper do sub pixel animation. Thx so much
Your very welcome, glad you found it useful :)
I just quit using openmvs and meshlab to reconstruct large scale scene......
There is a troube when I using a dataset including 150 images to reconstruct the model, is there any other way to deal with the mask all? I've tried some wibesites to do this, but the AI remove bg always goes wrong. forgive my poor ENG. Looking forward to your reply.
new question: I spent a lot of time to remove the background of these images, but when I use colmap to densify Construction, the result of construction still have background, which means it was a wasted effort.
@@caeoonshen5447 Can you use video software like Davinci Resolve/AfterFX/Apple Motion to "Rotoscope" out the background
The tutorial really helps me a lot.
Very glad to hear it :)
thanks, i've been wondering how people can get such smooth looking pixel animations
Your very welcome, glad you liked it :)
What if instead of setting the blue channel to flat fill during the combining of 4 images, you used the height map itself for representing blueness? After all, blue is representing how the shape is lit perpendicularly, so the convex shapes will be lit more on their flat top rather than near the angled base.
I'm not sure that would work. The colour that I fill the blue channel with represents a normal that points straight up, its then combined with the left and right "colours" to make the final vector. But what you can do is replace the blue channel at the end of this process with other information, like a specular map. Then in a shader you can recalculate the Z component of the normal.
weird we're discussing subpixel on a square grid LCD display instead of on a CRT where it you literally see the movement due to phosphor grid.
ah yes, interesting comment. lots of "old school" pixel art was designed for CRT specifically
can you update the scripts for maya 2022 or greater please :((
Sadly I can no longer afford the Maya license. but if you post the error I may be able to help.
I wasn't looking for this specific but I was looking for a very sharp way to make normal maps for some scifi armor, and this tutorial apply perfectly, and so does the tool.
Great, I'm very glad it was helpful. cheers :)
Yeah, but what do you do with pixel art normal maps?
coooool but could i ask how?
Thanks, well you can see how I make normal maps here: ua-cam.com/video/gUkY8ZoRfuQ/v-deo.html For the spec maps, the brighter each pixel the shinier the resulting material
I came from 3ds max and used the Edit Normal modifier to perform this. But I never quite figured out how to do it in its most basic form in Maya - I've been relying on Transfer Attributes to grab normals from one mesh to another, or using migNormalTools. I finally discovered how to manually twizzle a single vertex normal in any random angle I please in Maya. I probably hardly ever will but still very interesting to know after so many years of just hacking it.
I can't seem to get Colmap to really work, I have 64 images and it gets through 41, makes 1400 points and then just throws a error "No good initial image pair found." Even though I have multiple photo's of the object, from different sides and distances. And the 1400 points it did make, don't resemble my images at all.
That sucks :( the most common reasons for that are: * Viewpoint changes are too large * Not enough images * Blurry images * Lack of "texture" in the scene * Too many reflective surfaces
Thank you so much!
Your very welcome :)