Short answer: Not all normal maps are the same. Every render engine is a little different requiring slightly different maps. Longer answer: (Anyone feel free to correct me if I'm off) The different color channels RGB mean different things to different rendering engines. Each channel pushes pixels one way or another. A…
There is no way to set the DPI on exported images in Toolbag 2. However, it's important to keep in mind that DPI does not set the resolution (how many pixels the image has), you can set to the resolution in the capture settings (ctrl+P). DPI (dots per inch) defines how many pixels represent an inch when you print an image.…
You guys are giving rip-con-artists too much credit. Most of them will not bother painting out the subtle background watermark, as they will think it parts of the background (especially if you put in signature style, all curvy and such). I do like the Stradigo's idea of pixels in the corner. The only issue is, many of them…
Hey there! Since last post, I made quite a few new tutorials. Let's start with game design related videos. Movement Analysis - Ori and the Blind Forest Movement in platform Games Game Engines Collision checks on a grid Exploring grid-based movement Simple Collisions in 2d Games And well, I also have some 2d game art (even…
The ground could use a higher resolution texture, or tile the one you have some more. It seems to have the lowest pixel density out of all of the other meshes by far. It's too blurry, and the colors seem too random and noisy. It seems like colors are just thrown around on the ground for no apparent reason. The parallax…
Any experienced normal mapper will tell you that you will almost always have to do some cleaning of your normals in photoshop. You will almost never get a perfectly clean bake. If the lines are too close and you get some pixel bleeding, just paint out some of the overlap in photoshop for now and remember to keep your uvs…
Not a problem. You guys deserve it. I have a few questions about the art if you don't mind me asking. The models had normal maps applied to them (both characters for in game cinemas and buildings), where these generated from high poly models or painted? A lot of it from what I could tell seemed to look as if they were…
Hey people! so hasn't anyone been able to do this on a typical render to texture scenario? I wanted to bake the vegetation on the prop's uv's so I could put them up in the texture in photoshop, but I get all those transparency errors. Since the prop is not a simple plane I cannot use the technique you guys describe, so my…
[ QUOTE ] You don't need 1080p at all, especially if you're not going over 25". Since you're going so small, just look for deals on dealnews.com or something similar and look up reviews on the set before you purchase. Lots of the generic brands like Westinghouse, Vizio, etc come out of the same plants that the expensive…
It's not only how many polygons are in the level that you want to know - it's how many are on screen at once. In the older days we'd put a corridor between two rooms so that we could have more detail in each room and not have to worry about open doorways where you'd need to draw the contents of the other room. These days…