Hi there! Couple other suggestions : -On the preview/rendering window it would be nice to have the 'close' button at its usual up-right location! I keep looking for it Also the usual minimize/maximize buttons could be here. -An 'open texture' button that simply loads the generated texture with the application it is…
Here's a bit of what I tend to do. Maybe it'll be helpful to some. I uv sections as I go, and start grouping them together in whatever way makes the most sense. I set aside any alpha bits that I can keep seperated so that when I start placing stuff, I can keep them together without worrying about alpha s creeping into…
Cages method >>>> constant uniform ray distances, yep. Just remeber this when you set it... the cages MUST cover completely the highpoly model... and if you get some ray fail errors just extrude it a bit more the cage and the mesh ( I use an "epsilon" value to avoid floating point numbers artifacts... usually 1E-5 or…
When you bake, try separating each UV island into a separate smoothing group. That usually fixes baking issues like that for me. There are usually scripts that do that for you.
What about it...? Are you saying with AA a 576p image upscaled to 1080p will look as nice as a 720p native upscaled to 1080p...? Because I don't agree on that one :p
yeah i know a few people at phenomic and usually they know what they're doing and seem to be properly excited about the game. can't imagine this is what they "usually" do.
That's interesting, I'll have to try that later. What I usually do is expose to the right and bring it back down in post..that usually takes care of 30-45% of noise in the midtones.
Huh, that's super interesting to know. @Shrike - I usually run GPU-Z while I'm painting. At the middle/end of an asset I'm usually hovering between 3.2 - 4gb