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…
Hi Eth! Does your company already own the current suite, 1.8? Since you say you already have registered e-mails on the Quixel website. 2.0 is a free upgrade so if you own 1.8 already you don't need to buy it :) If you would like to change the mail adress tied to the licens or have any more questions about the license you…
Hey Utility, it appears this is an issue with this particular mesh in 1.8, I can confirm that the Mesh will not load for me in 1.8 it does, however load in 2.0 Since you worked around it by exporting from Maya I would like to set this issue as resolved. It will not be much longer for 2.0 where this issue is fixed. Let me…
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…
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…
You should turn off texture smoothing in the max viewport to get a more accurate representation of how it'll look like on the DS. As for textures, yea, most DS games dont use 128, 64x64 is more reasonable. The DS can only hold 32 64x64 textures at a time, a 128 would eat 4 of those 32 slots, meaning 1/8 of all your texture…
I'm currently resinstalling the 1.8 evaluation version (does this include the stability patch?) so I'll be testing again but .. * create a simple texture layer * edit the mask - the dynamask panel opens. * Expand the Material ID drop down and edit the blur, contrast, brightness and tightness .. note thier values. * Press…
That gross green color in your normal map usually means you have flipped face normals. If you work with Backface Culling on, you can catch flipped faces before you export. The UV unwrap feels almost like an Automatic Unwrap. There are a lot of elements that could be stitched and some that could be stacked; some of your…