I didn't. Certain heroes like outworld destroyer, doom, and enigma all have animated textures already created for them and can be applied to any cosmetic for them by the red channel on mask1. So there's no alternate compression method or anything I could use? I don't understand why I can make a 256x256 image that's all…
Neat video thingie that might help fix some Dead Pixels! What it really does is just flash Red then Green then Blue really fast to not really fix dead pixels, but STUCK PIXELS. got rid of 2 of the 3 deadish ones i had. hope it helps some of you too! The video http://www.freewebs.com/killerkat04/storage.htm The forum i got…
ZBrush is a 2d painting program at its core, not a 3d environment. Rather than manage an entire 3d scene and all the baggage that comes with one, it instead tries to stick to basic vertex data as much as it can. This means there's no actual lights positioned around the model, and no material shaders as you would normally…
You want an input texture to remain constant size in terms of pixels regardless of the output size of your FX map? I don't believe there's a way to know the pixel size of an input but you can specify that as an int2 and simply scale the Input texture appropriately using the pixel size of the fxmap node You might be able to…
You should be checking every map that DDO works with to ensure that it's consistent with the style you need. Edge padding shouldn't be the issue - it's just another set of dark and light pixels to DDO, as far as it's concerned. I actually prefer to add padding myself with the xNormal Photoshop plugin, since I tend to…
Isn't the cause here that the pixels in the transparent area are bleeding through? Which is in Photoshop plain white? Premultiplied alpha promises a fix for this. But not in all cases ... I cannot find the exact article at the moment. And this is for Unity. But this is related: I wrote me a tool back in the days that…
Sorry can't help with the softimage issues. Yeah you can move your UVs apart to make sure there's enough pixel padding between the different shells. This value can vary depending on the texture size, 8 pixels between shells (so 4 pixels around each shell) on a 1024 is a good place to start. You really can't ever have too…
There are two things I think you need to do: 1. Create larger seamless modular pieces which are combined versions of the single piece. See Minotaur0's explanation in this thread. 2. Make sure you've got at least a 2 pixel pad around each shell on your lightmap UVs (4 pixels between each shell). And for the love of all that…
Well, assuming that the 32incher at 4k is roughly 28 inches wide for 4096 pixels and knowing that the 12wx is 10 inches wide for 1080 pixels That means that the 12wx from 2009 has a resolution of 128 pixels per linear inch, and the 2018 32 incher has ... 146. Considering that the working distance is the exact same (length…
The first image says the texture maps are 2048x2048. If that is the case, then Photoshop says you've only used roughly 256x256 pixels (or less) for the actual face based on your current UV arrangement. That means you've almost dedicated more pixels to the Adam's Apple than you have the eyes, nose, and mouth. There's only…