Yes, its about mip maps and the color map not having dilation. Looks like the color map has white background, which isn't visible on your images cause they are png so the transparency is applied on the preview. An easy way to fix the issue is to open up all color maps in ps, make a new layer, put it under the original…
About using the custom scrolling normal map texture, I second and third that. However, that might take a lot of memory usage since: Option 1: Use 1 tiling normal map texture and scroll it ( not as much memory impact but wont look as good unless you do some groundbreaking thing ) Option 2: Use one larger texture that…
This doesn't look like a gauss gun at all, more like a regular minigun, largely due to the huge ammo container and large bullets. The huge benefit of a coilgun is that you don't need powder, just the bullets, which seriously decreases the size of your magazines/drums. Railguns and coilguns also tend to be flat/rectangular…
Once I ended up having a very confusing 50cm large thumbprint on my wall ;) so yeah labeling would be a good first step :P the ideal scenario I think would be smart materials that contain subsets for different size scenarios that get automatically selected or scaled depending on the chosen texel size. or something that is…
Hi there ST - my advice would be to avoid too much file name incrementation (the 22222 stuff) but rather, periodically delete the folders created by the compiler (the item folders located inside the 0x06ca folder). This is a good way to prevent crazy filenames and it resets the importer to a clean state. Note that…
You have quite a wide range of stuff in there, and each category has several pieces. Your 2D and 3D character sections contain content which display obvious improvements compared to older items in the list. In this regard, I would say quality over quantity, and keep in mind that you will be judged on your weakest piece.…
Then try this:http://www.bencloward.com/shaders_simpleNormalMap.shtml Or Xoliul´s Shader. Just Change the Type of the Material from Standard to Direct X. This won´t show up during Render but you can see it Realtime. Or try this if you want to see it during rendering: If you haven´t done so you should not load a Bitmap in…
Make sure each frame is a multiple of 2, so, a standard texture size (ie 256x256) I normally have all frames in a folder, for example 001.tga, 002.tga. Then use photoshop>automate>contact sheet II This will open a dialog to create a contact sheet. You should navigate to your folder containing your frames. you'll need to…
Can you give a wireframe and some texture sheets? Also some numbers: current polycount for the ship/crane/etcetera and how many textures you're using. Right now it looks very empty with no vehicles, no containers, and using a lot of grey boxes gets boring pretty quick. Add some interesting shapes and some colour. And like…
Okay do you think I should level stream from pod to pod with contained lighting inside each one? Then a player location teleport seems to do the trick with a fade to black. When I tried load screens we found it a bit jarring! so if this is the case then its going to time to chop and LOD the hell out of everything. Or is it…