Grab a worldspace coordinate node, mask out the R and G values. Divide that by the tile size of the texture (Around 1024 or 512 is usually good). Use that for the UVs of your texture maps that you plug in to your grass and the terrain. Should work.
the A in afisher shall henceforth stand for ACE! looks really nice man! what sizes did you bake this at? 1k head 2k body and 512 daggers? you have some really tight ao edges, why i ask.
Video Update #2!Covering HUD, other UI, basic player implementation and simple AI combat If you have any requests on videos please let me know! https://www.kickstarter.com/projects/1458946275/fall-of-civilization/posts/132
head uses 1k body uses 1k finger nails use 512 And these should be combined into one map. We got Max, Modo, Blender, Photoshop, Xnormal, Quixel Suite and Substance Painter. (btw, thank you for your help :) )
huh? Nothing but tiling textures here boss : http://www.polycount.com/forum/showthread.php?t=86970 A modular pillar mesh in a game engine today would be either created from a tiling texture, or if it's very unique, get a 512 to a 1024. That help?
that will work just fine. 512 levels of pressure sensitivity is plenty. the only thing that might bug ya is not being able to tweak your driver settings specifically for different applications. of course, i haven't actually used a bamboo. just speculating...
^ Might be referring to two different situations or issues. e.g. two assets with the same texel density - one is using a 512x512 tileable, and the other is using a 2048x2048 tileable. The 512 one will repeat MUCH more, but those will have the same sharpness in texture fidelity.
How can i export blendshapes from zbrush as a video ? i know about "movie" option in zbrush for recording a video or timelapse, but is there any way to animate this in zb? or maybe in maya? like this: https://cdna.artstation.com/p/assets/images/images/015/101/352/original/izabela-poznanska-mouthfunnel.gif?1547058850
I tested it before and ive gotta say it shows definate improvements even with a 64px lightmap instead of the 512 one as shown above, there are still some compression issues but honestly its ALOOOOT better and workable. I really really appreciate the help Sandro! <3 !
@skyline5gtr In fps like COD and Battlefield scopes and accessories generally get there own uv sheet so that they can be used across multiple weapons. Rifle will have 2k, Scope will be 1k, and the bipod will be 512. Rifle: 6981 Scope:6678 Bipod :2791 Total: 16550