I also disagree with much of gnoop's advice. Raw is very handy to use if you want to make non-destructive changes to exposure, white balance, adjust noise reduction etc. Maybe if you need 1x1k textures but certainly not for anything large like 2k or 4k. If you need high res, high quality textures, a DSLR or mirrorless…
[ QUOTE ] Most gamers are children who live off allowance and Christmas presents, not a $50,000+ salary from EA. [/ QUOTE ] Woah there Grind, what is that meant to imply exactly? If that comment is directed at me, I'll be unbelievably angry that youre turning a discussion about a game into something quite so personal. If…
Working on a pixel art toolkit for photoshop (still) but got the live previewer window working finally :D Thread is here : http://polycount.com/discussion/179830/pixel-art-toolkit-pat-photoshop#latest Also, the dog pixel art is done by Bannon Rudis.
Using a targa gets rid of this. It's the way Photoshop saves PNG files. Any transparent pixels have their colour removed and replaced with white. Select the opaque pixels and make a new alpha channel, then set those opaque pixels to white. Save as 32 bit targa and forget that PNG even exists.
http://www.handplane3d.com/help.html#curve try increasing the Max Curvature and PIxel Sample Radius. Start with Max Curvature of 150 and Pixel Sample Radius of 40 or something and take a look if your result gets the way you want it. Than bring your Pixel Sample Radius down to a good result.
Are you sure you're seeing pixelization, and not the polygons out of zbrush? By default zbrush exports with hard edges. I can't think of any valid reason you'd have visible pixels at the resolutions you're baking, at a reasonable distance from the model. Can you post a screenshot of this pixelization?
It totally depends on the object, how you're going to texture it and how it will be used in game. There isn't one rule "the game industry always does X and it always works perfectly". There are common practices that get used over and over again, usually for specific reasons but... ...without knowing any of the other…
Aahh right you are. I guess I meant a Polygon is a tangible representation of a 3D form on a screen. Similar to how a pixel is an accurate representation of a pixel screen. A NURBS curve, and a 2D vector are not really properly represented on a screen, and need to be converted to Polygons/Pixels to be represented.
Expose an int2 at the graph level, put the pixel dimensions into that, use it to work out the aspect ratio of the original image and use that to transform the input before you send it to the projection node $size returns the size of the graph/input node in pixels, not the pixel size of the file you input - designer doesnt…
haven't tested it yet... but keep in mind, that the post effects are pixel based so a bigger resolution would need some work on the post effects, if you have like 16 pixel depth of field and you're rendering in the double resolution you'll need a 32 pixel dof