Hey r4ptur3! Sorry I didn't get to reply sooner. I appreciate the feedback with the new lightmap! It does look a lot better than before. I think i finally have an understanding on these things. :poly142: I do have one last question on it though. Currently, its still using a 128 x 128 map. Is this a reasonable size, or do…
I'm having some trouble with my lighting / light maps. There's some seams and weird lighting artifacts. Everything is snapped to grid / perfectly aligned, but these things keep happening! Lighting is at a production level too. Any help? And they only happen on certain walls. Lightmaps are at a 128 at the moment. I've tried…
Cheers guys. Bedrock: Yeah I see what you mean. It's baked at 128/64, just a nrm to help control the smoothing. I've baked at 256/128 and added in a gloss for some dirt and scratches (it was too low to have them before) and it's looking a little better. Also the middle bit of geo was only 40 odd tris and, while it's not…
Oh, nevermind that ,it is OK :) A more perfect solution is to rework the action so it uses a clean black and white render of the UVs as a base for the layer masks. Such texture could be easily created using TexTools Another possible solution is to add a layer style with "inner glow" set to the default normal map color…
You're going to lose a lot of that deatil when you drop this thing on the PSP. Unless its very large on screen its going to blur out of existance, particularly given how ridiculously huge your texture map is. First thing I'd do is hack your texture down to 128*128 at the absolute most. Large textures will blur nastily on…
Have the editable poly object selected while in poly subobject mode and type this into the listener at the bottom left and hit enter. Not sure if you can select a specific poly with the ui. $.EditablePoly.SetSelection #Face #{123}
US specific data http://www.cdc.gov/nchs/data/nvsr/nvsr60/nvsr60_03.pdf FirearmIn 2009, 31,347 persons died from firearm injuries in the United States (Tables 18 and 19), accounting for 17.7% of all injury deaths that year. The two major component causes of all firearm injury deaths in 2009 were suicide (59.8%) and…
Once you've got these bad boys done, I can help you get them into Source with all the updated shader stuff if you like. You'll need a normal map with the spec map in the alpha channel as a bare minimum (the normal map can be completely flat, just a fill with 128, 128, 255 is fine), and the diffuse map as well. You can also…
(sorry for slight derail but hopefully will help others attempting the test) Im also attempting this art test and now just a bit confused about the texture. I interpreted it as unwrap entire troll, hand paint 128*128 texture. Didnt even consider procedurals but after reading this thread and having another look at the game…
It could be a gamma correction issue, you can check by applying a texture flooded with a 128, 128, 255 red-green-blue color. If there is still a discernible seam it is most likely gamma correction doing something funky. Gamma correction is confusing to say the least so here's some official documentation on it…