Make a selection rectangle > press Q and then V then edit . Or select>edit selection as a layer. One cool feature of APhoto is you can scale both selection and layers around arbitrary placed center of transforms (with ctrl pressed) not just corners , same as with rotation. Photoshop can do it too but only by field digits…
You need to pad your texture with a few pixels. More than likely you're UV edge falls half on half off a pixel. After you have a texture applied to your mesh you can pixel snap the verts in the UV editor (lower right corner, little magnet icon) to be one pixel inside the texture which will get rid of the seam in max. But…
here is my take on your texture. every artist will have a bit a flare based on their observation, cant teach you to paint, but i can try to show you what you are missing and need to see harder here are some principals you can look at, you may or may not know them, (im writing this in your thread but anyone here can read)…
The problem is your unwrap, nothing more. You didnt unwrap anything here correctly. All you did was planer map the entire thing so your UV's are showing up as just the circle or the flat planes. Each of those planes and circle have height to them. The ring around them that gives them the height needs to be unwrapped. There…
Hi! I don't know if that helps, but the few times I had to deal with PNGs in production, we realized it was just a very bad idea. This mostly comes from the transparency not being handled as a *channel* (what us gamedevs want) in the actual format specs, but as *transparent pixels* instead (like the purple stuff in gifs).…
It's possible that it's being caused by your lightmap's UVs not falling in a pixel. When your UVs aren't snapped to the pixels and they cut through a pixel, the lightmap sometimes bleeds like this because the lightmap is telling Unreal to cut the pixel in half, which it can't do. If this is the reason you just need to snap…
I have begun writing a pixel painter in the most unnecessarily awkward way i could think of (python, openGL and the pixels are generated with a geometry shader). You can't tell from the screengrab but the pixels are slowly spinning which is nice cos it makes your eyes go funny I'm mainly doing this so i can better…
I have pixel snap on when I rotate the whole object IF its not properly aligned, like if the object rotated when it was being relaxed. With pixel snap on all the edges snap along a straight horiz/vert line. I normally don't need to go in and align verts/edges vert/horiz when its on. Mind you, pixel snap only works if you…
Cool...Knowing that its for VR makes this a little bit different. You should aim for best fps. But I don't think that the reflection captures should be you main concern because they are nicely optimized by default, I'd say if you don't put one for each object, in a bigger environment. In a smaller one, you probably could.…