for very lowpoly chars i usually prefer cylindrical projections and just tweek some uv's here and there. pelted stuff is really hard to paint on, when you're very lowres like 128.
Probably a gamma issue. I'm not a Max user anymore so I don't know the particulars, but it looks like max is displaying your renders at a lower gamma (1.8?) then the output (maybe 2.2)
WIP 14a Baking errors with certain objects. Does anyone have a solution to these pinches in the normal map I'm getting from xNormal bakes? It's also happening as well with other objects in the scene.
Look at it this way .. is it better for your in-house artists to be creating damaged pillar #147 or is it better to outsource that piece and get your guys working on hero pieces or unique things that make the game special?
That's very strange, indeed. Would you like to try setting the Suite to directly interface only with CS6? That may alleviate this problem. If it doesn't, I would recommend doing a fresh install of 1.8.
I remember that thread. I've gotten some really good head topology refs from it. Looks like I'll be sifting through those 145 pages once again. Much appreciated.
Make a layer with mid grey (128 RGB) and put it below the convex and concave layers. Set the convex layer to linear dodge set the concave layer to linear burn
You don't really have much choice - it's a kernel based filter whichever way you look at it and since it's parallelised already you have limited options in terms of making major speed improvements . The only way it really gets faster is to do less work. If you chain 8 of these with kernel size 16 in a row it will be a lot…
Here's the first one others still rendering. I also rendered on 128 grey (which is also how it looks in Photoshop/Max) but on uploading it turned white. Sorry.