Hello PC, sorry this seems like silly question, but I just can't find an answer! Are UV's generated for Unity terrain, or is splatmap resolution dependent on vertices? I did some testing in engine to try and figure answer for myself but couldn't reach a conclusion. I have trouble getting something that isn't blurry no…
I haven't run into this issue. I did notice that selecting a large number of faces and hitting Get will result in slow calculation time but that's because it has to average all the UVs that are selected. Does your problem also occur when running the Get command on a single face?
I understand why this doesn't work - the green box doesn't directly inherit the transforms of the path so it doesn't translate the transforms to the child object (axis stays at origin through the whole path movement), but want to know if there's another way of getting it to work! :) This is the basics of how the scene is…
Pardon the mostly copy / paste but I think it pretty much applies to your situation perfectly- If you are applying to AA-AAA studios, your work needs to be at a higher standard. I recommend hopping on to Artstation and start searching for recently hired junior artists. Examine their portfolio's to see what the bar is and…
http://videogameartist.wordpress.com/2011/07/07/you-suck-at-picking-colors-tips-on-getting-better-colors-into-your-games/ Started a new blog to go along with the classes I am teaching. Enjoy. Pretty basic stuff but I am teaching first year students. Here is a bit harder core stuff for developers talking about playtesting.…
Hello everyone, I have a little problem with my baking. I'm trying to bake this model into 3 texture sets but for the normal map of every one of them the red channel gets inverted along the UV seams. I've had some troubles with seams before but this is the first time this happens and I can't think of a solution. Each side…
Hi guys! I wanted to create some custom skins for League of Legends, and somehow I can't get the nvidia plugin to install in photoshop. Running CS4 64 bit. I remember it used to run perfectly on CS2 and photoshop 6 (the one i had before cs2 ;) lol). I tried reinstalling, installing an earlier version etc. but nothing is…
I have a couple of questions regarding displacement maps for Tessellation. For example, let's say we're making a texture using the high to low poly method. I noticed in XNormal there's a heightmap feature. Are heightmaps the same as displacement maps? From what I've seen on the internets, some say no, some say yes... I'm a…
Mostly you need shader artists, the modelers, the concept artists and texture artists, and technical artists/programmers working in tandem. A modeler can get a long way but it often starts to fall apart in real time where there are just elements they cant get by default without doing some serious shader and texturing work,…
Yes, with all groom brushes. As soon as I try to move some of the strands around, they just get flat. Not at the root, but the furter out the flatter it gets. Kind of like when you don't have backface mask on with Zsub and it accidentally grads the back of the surface so it just becomes a flat mess. :silenced: