16:10 does the job too, you still got your 1200 height and your 1024 textures fit in there you could also aim for a 21x9 monitor with a height of at least 1200 pixel, and its almost like 2 monitors(5/4 *2 = 10/4 = 21/8,4) you could also put 3 16/9 monitors together upwards(and without border) would make you a fine 27/16 =…
Save this as a text file (give the text file a proper name and put it in your user scripts folder, then copy and paste it into your "run script" folder. #LXMacro# ?vertMap.new {} txuv false {0.78 0.78 0.78} 1.0 You can also create a new form and assign it to a HOT key. You can also just duplicate it if you have a specific…
To clarify, the texture size doesn't mean an unwrapped model with 1* 128 by 128 texture but rather using multiple procedural textures with a max size of 128*128 which can be applied using cube or planar mapping. E.g, if you want to create a stone wall then you don't unwrap the model, you just apply a texture via a…
Urgh this is driving me crazy. So Im outputting my reel from After Effects to quicktime using the Sorensen3 compression ( under recommendation ). It seems to work pretty well and it *seems* to be much better than something like mpeg4. However, at 640x480 resolution a 2 minute movie is coming in at anything from 85 to 120…
Max 8 Character Studio Question here: Say I have a simply walk cycle, where my biped is covering distance, from frame 0-40. My character has a long distance to walk, so I'd like to be able to simply save that animation from 0-40 out and load it for 40-80. I've been having problems with the save/merge animation features…
Bforartists 0.9.7 is ready. The binaries can as usual be found here: https://www.bforartists.de/content/download The release note can be found here: https://www.bforartists.de/wiki/bforartistsreleasenotev097 The Bforartists 0.9.7 release brings mainly small tweaks and improvements. All in all we have 100 changes in this…
I think the op meant for the artists how the two will compare, and in my opinion things will pretty much be as easy if not easier. In fact I think a lot of artists already work with heightmaps as well as normal maps, even without the tessellation. The way we get heightmaps is pretty much the same deal in terms of workflow.…
Gave it a try out of curiosity. Here's the multi-sample method in a stripped-down surface shader. I had to change the handedness from the code above to match Unity (changing the sign of the operation when sampling the e and w values from + to - and vice versa).Shader "Debug/Normal Map From Height" { Properties { _Color…
Hello Guys! I'm looking for some midpoly (2000-4000) european cars with interior for our game. I can pay 25-35$ for these cars if someone has some in their storage. If you can make types that i need, i can pay 40-45$. I know it's not much but it's a small team. I need cars like these:…
Hi :) Yesterday I release a new free update, I also realized I forgot to post the previous one here :astonished: Coiffure Monthly update V2: This version includes a brand new layering system for the grooming tool. Now you have two way to display your haircards: by strands textures (red section) or by layers (Blue section).…