If the light is at the upper left, then you need to invert both the Red and Green channels of the normal map. Not sure what the problem is with your diffuse. Could be a weird TGA format? Try saving an ARGB DDS instead, see if that solves it. http://developer.nvidia.com/object/photoshop_dds_plugins.html Also make sure you…
and hello again next step, next update :) what you can see here is a little testbake. its the lowpoly with a 512 Diffuse and Normal map but with a unperformant unwrap...so the texture looks a little bit blury ^^ But i think its not looking that bad and i believe im on the right way. SOOOOO i hope you like it too and please…
6 core might work at 512 bucks. Looks like gpu is 490 or so. I see where the money goes! Does nvidia have less issue than ATI with realtime graphics in the programs? Lian li. http://www.newegg.com/Product/Product.aspx?Item=N82E16811112366 That's nice looking but no pics of the interior. Sounds like there might be a problem…
What you need to know is whether it looks good at the closest intended view distance. That determines the required texel density and thus the size of the islands on your texture. You have to test it in game to be sure. If you don't have a a game to put it in, pick a number (512 pixels per metre would be a good start for…
Hmm yes it probably is dif texel density sine I haven't gave it any thought at all here. But on the other hand, the plate is 256 and occupies almost the full 256 map y-wise. and if u turn it 90 degrees it matches up halfway to the box which almost occupies the full 512 length of the texture. I'm not sure that's how you…
great model, but I think that the size of your presentation shots is doing you no favours, you have area's of the model that might be 512 or less in texture res, blown up to 2-3 times that size for the beauty shots, it's not helping to have that image size without the res to back it up...other than that and the already…
Those lights are the result of a Maya script called Global Illumination. The script allows you to fake high quality global illumination and allows from so pretty decent looking, pretty quick renders. The shadow is just the default Depth Map at 512 resultion which is why it's fuzzy. If I turned up the resolution or turned…
Are you saying that I can create a map for two different versions of pillars and all i have to do is take the same pillar mesh and move around the uv's on the texture map to get two different versions? If so how do I go about making a 512 x 1024 map to fit things in with more space without the uv's stretching horizontally?
I´ve done a dog for him... Now I want to give him some sort of environment. I ´ve played with some tileable texture and modeling some stuff. I am afraid about total polycount and texture size of this scene to fit with this char. Char: 1138 tris 512² Dog: 666 tris 256² Scene total: 10000 tris 1024² ???
I was able to make a 512^3 volume texture using this method. I also made a sampler that takes 2 samples of the full array and interpolates between them to get smooth Z. Performance seems to be fine. I'll post the results in a separated thread later as it doesn't relate to the original topic, but I thought this might be…