Looking good so far! You can correct me if I am wrong but I think your Texel Density is off or miss worded? If you your goal is to use 256 pixels per meter or roughly 2.56 texels per pixel and you are going to use 2048 maps you would actually have 20.48 texels per pixel. Basically a higher resolution then expected. This of…
Hey to all, I was looking the Wiki, and following this link: http://www.cgtextures.com/content.php?action=tutorial&name=cubemaps, and am confuzzled by a few things. I wanted to know if there was a way to bake Cube-Maps in Max which are in a horizontal layout following the nvidia output format? I'm not too savvy about the…
I know no body really develops 3D Games for Windows Phones, but I worked with a tiny development firm and I was leading the bench marking before the project was scraped. We were able to solidify the fact that any windows phones (the newer ones can tremendously exceed these numbers with the new hardware), including the very…
actually it's better to lerp than multiply. if you do a linear interpolate, with a low value of 8 (in channel a) and a high value of 256 (in channel b) and use your gloss map as the alpha, it'll give you a much cleaner result. the reason for this is that your gloss map has values of 0-1 with 0 being black and 1 being…
Hi guys, i'm having the following issue. I was asked to export an existing 3D scenario from 3ds max into the Unreal engine. The original scenario had a scaling factor (system unit) of 1 unit = 1 centimeter. The modell appeared to be too big after the export into the UDK editor. That's why I changed the scaling factor to…
Hi, I have been wondering about this. When I author a material in SD, I am able to change the material tiling factor to check how it may look with higher UV scale. SD (this is under 3d scene -> materials -> edit): SP: While that works, I believe it isn't the same as the UV scale for material in SP. When I examine the same…
@Noren you read it correctly. however in my experience baking and display rendering engines are not always perfectly aligned. especially when you are using more than 1 rendering engine (one for rendering animations, and one for rendering real-time content(in the editor or a game engine). so you can't always count on them…
yeah if they stood at set res's that you could calculate based on 128X128, 256 X256 Etc that would work great...though would it work with odd set dimensions? Like 128X256?
That's good to know about the height, thanks Bal! If it works, it works. 2.56px per 1cm seems kind of low and hard to calculate, its not going to land you on a power of 2 as often as using 2px per 1cm OR 4px per 1cm 128uu x 2.56tx = 327.68px (256 or 512?) 128uu x 4tx = 512px (512 it is) It seems like going a bit…