Eric Chadwick said:Mipping is typically very dependent on the hardware, PC vs Console vs Handhelds vs Mobile. You’ll see different thresholds and methods in different engines as well. So, having controls for these things is going to be helpful for consumers.
Also the alpha blending is a difficult thing. Some will need to depend on alpha test, like Shadows of the Colossus. We have some info on that in the wiki fwiw http://wiki.polycount.com/wiki/HairTechnique
It's my first WIP post here, but not my first model in Plasticity. I bought it about two years ago and have used it occasionally for small tasks. However, the gaps between my uses were too long, so every time I came back, I had to learn it almost from the very beginning. That's why I decided to make something big, with lots of details.
Main goals:The main object I'm modeling is a RED V-Raptor camera
It's not about any specific map. It's just about having a pattern or texture with enough contrast so it lets you see what would end up being individual pixels in your target resolution. For example, a checker map is procedural, but if you tile one checker pair 1024 times, the indidivual squares will be equivalent to 1 pixel of a 2048 x 2048 resolution.Ong_Jian_Wei said:Alrighty! A checker map? Would it be the one that I have been using or the colour checked map? Also the checker image is generated to be 2048 by 2048 pixel.