There used to be a plugin for 3ds Max that would output UVs as vectors to a PSD file, to load in Photoshop. That was pretty nice, having vectors instead of pixels. Can't find it though, except this other experimental script: https://polycount.com/discussion/comment/920919/#Comment_920919
Atlases are made from packing a series of smaller textures into a larger one. Their main purpose is to make dealing with many small textures easier for the artist, and to improve performance (loading one larger texture can be faster then loading many small ones). Textures that are packed together in an atlas should have a…
Mop - Thanks! The tiny occasional blueish pixels are the background color I used in our editor to make it easier to seperate the model from the background so I could put each shot on it's own layer in a file and organize it, unfortunately I couldn't get all of them and didn't want to go in pixel by pixel to remove them.…
Reset X-form is your friend. (Max) Max: -FFD box looking weird? Reset X-form! -Selection Box/outline out of wack? Reset X-form! -Exporting to game/SDK? Reset X-form! -Mirrored part of a mesh turns inside out once exported? Reset X-form (and then check and correct flipped triangles)! :D -How do you carry over a selection…
Well. Looks like it same shader there . What's different is "low" 4 spp vs "Ultra" 255 spp . My guess spp is samples per pixel. Not sure I still understand why it produces so drastically different shine . And why at all it should be based on number of samples in real time shader.