Hey, I re-sized the maps to 512 by 512 for the car and 128 by 128 for the wheels and damn you were right, not much loss in detail from a distance. Though we can see the pixelation if we go really close... Here's a few renders...
Your best bet is to use the offset tool in Photoshop set to 50% of the size of your texture, 64*64 if your texture is 128*128 for example. This will move the outer edges of the texture into the middle, so it's easy to see where you've got seam problems.
Use RTTAssist, or read up here: http://www.laurenscorijn.com/articles/ambient-occlusion-baking You need to really bump up the settings for MR baking, a 64-128 is the minimum for a good bake. 128-256 for a useable bake.
This is weird, the only time i got an error like this is when i tried to use version 1.8. I upgraded, and theSuite Would crash. If you're using 1.8 ou might try going to 1.7 and seeing if that helps.
blizzard should ban everyone on that pettition from battlenet. that 17k would be just a drop in the bucket of players. but most likely blizzard does not care. because despite the crying all 17k of those tards will still buy the game.
Just doing some breakdown of TD including trim parts, notice how you can break trim sheet 1024 into 4 or as many as you like with power of 2. In my example I have 512-256-128-128 from top to bottom.
Well first off, I use Canon, so my recommendations will be based off of that. Nikon and Pentax make great cameras and have pretty equivalent systems, generally when i was researching my camera, I found Canon had better image quality and less noise at the same price point as other systems. Also canon EF lenses are very…
Well the first thing we need to know is your budget. $1-200 means standard compact camera, this will work in a pinch if you know how to use it $2-400 will get you a used DSLR body, possibly with a standard "kit" lens $5-1000 will get you a higher end used body, or a quite good new body, with kit lens You can pick up a…
UDN says: tiledshot X Y X says the screen resolution if you type 2 the screenshot will be twice as big as the actual screen Y is the overlap on the screen border so tiledshot 2 128 will give you a double sized image with a 128 pixel border
http://wiki.beyondunreal.com/Legacy:Unreal_Unit and http://udn.epicgames.com/Three/UnrealUnits.html Under the source engine, by default a wall is thick of 8 unit, I share the same principle in the UDK. I use the same size as under the soruce engine. With the soruce engine you have comon size : a wall = 128*128 unit, etc.