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…
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…
Hey artists! We have a done a lot of posts before but the applications were not so useful for us so in this post we will be clearer about what we want and ONLY apply if you can make the exact quality we show here. We need artists for long term work. - You need to understand modeling miniatures for 3D printing 110%. - You…
After enabling Gamma at 2.2 I left Max on idle for hours with my project open and that's when my hardware failed. SLI still doesn't work. If it's a coincidence then it picked a hell of a time. Oh well. The cards still work separately. I have Gamma at 1.8 as suggested. 2.2 is washed out indeed and takes too much of the…
I'm not sure how amount of tiles can affect size of the stones. Its all about finding proper scale for UV chunks. Scaling them down will make stones look larger, and you still have other benefits. The only issue here is texel density. If you scale down UV chunks too much, texture will appear as lowres compared to nearby…
Well, there are no standards for normal maps so you can't really say what does what. A quote I just googled up from blender's homepage. So if your implementation only uses 128-255 then normalizing something that is off the scale would most likely push values below 128 and get you into the minus range. If it uses the full…
Sorry for the thread necromancy. Just tried this out myself and it seems to work beautifully. @Neox - Great trick man, thanks for posting it. Should also work for Zbrush Fibermesh hair if you've remembered to assign UVs to it ( doesn't happen by default). Just a quick sanity check - I assigned the 128, 255, 128 map as a…
Hmm I noticed something. When I use a blank template for normal maps (128 128 255) ... I don't see any changes in my model in the portrait view. The model looks exactly the same as before lol. And you gave me another idea. Perhaps I can make each leaf stick out a little at different elevations in the high poly model? And…
Hey, so in the donation versions... I'm modeling in meters and this really messes with the script. In 1.7 and 1.8 the default values become huge and a little weird to adjust since you have to scale it down so far. But in 1.8 it just doesn't work to use the script at all in meters because each new pipe is placed way far out…