Anyone have a clever (automated) way of adding padding to a selection? Say extending the border; 4 pixels with the outermost pixel, and scaling background is not an option because of multiple islands on layer.
Hey wapc, I know that is kind of difficult to wrap your head around the "texel density" topic. I'll try to make some additional sense, based on what I understood by the time (hoping that helps you). :) To have a consistent look from different textures in your environment/game is a good idea to set a common parameter to all…
If I recall correctly, ZBrush started out as purely 2.5D with the whole "pixols" tech which was basically color plus some height data. They added 3d meshes that you could stamp down into pixols on the canvas. But it was still an orthographic view mode. Then people were manipulating 3d models more, and not stamping them…
EDIT: I actually managed it on my own! w00t! basically i spent today tinkering with max script and now have a working app. I'm uploading it here for people to have a play with. Here's how it works: First you need a very tall image, 160pixels wide, and as many pixels tall as you have frames. for me, this was 4550. I made my…
It's a simple logic . Normal map represents a pixel normal , a vector (direction) each pixel is facing in comparison to vertex normals (tangent one). So if you see it wrong there is only a few possibilities: a. the direction is wrongly recorded to the texture . Green inverted maybe or color representing standard is wrong…