Hey guys Got a hardware problem it seems.... I have a Duel BootSystem with Windows98SE and Windows2000,Basically we increased the RAM from 512 to 1024MB and Windows 2000 works fine,but Windows98SE is refusing to boot up properly . Is Windows98SE having problems reconising the new ram or could this be another problem?…
Ok I have tried to remove the tiling of materials placing all in the same UI square, but this didn't solve the problem when I export it always has that weird tiling ... I am uploading the model here so u could check ? https://uploadfiles.net/53c/problem.7z
I have a Bamboo Pen, (red Label) which i use as my portable tablet. 512 levels of PS works fine, especially for a starter tablet. About the "scratching nails".. I felt like my intuos3 felt too slippery.. Bamboo felt more like drawing on paper.. but not quite.
We definitely need more sub-blur-face scatting up in here. It might actually be a make or break situation on what console I buy if both the PS4 and nextbox don't have that kind of scatting. Bitch please that's so last year, Deus Ex:HR used 512* pineapple maps on everything.
Thanks guys! WHISKYDELTA - I bake in xNormal, much better and faster than Max. Not too concerned with polycount, probably going to end up at around 250k tris or so. Texture setup is very similar to yours: 4k hull / 2k-4k turret / 2k Chassis/wheels / 512 or so for the tracks.
Your outlet UVs use only 1/4 th of the height of your map, make it use the all UV space and use a 128 px map (512/4). It will make the same textel density with less maps. Consistent texel size + Maximizing UV space = less map = Less memory
do the following to get rid of fuzzyness Customize > Preferences: Viewports tab > Configure Driver: Background texture size - 1024 match bitmap as closely as possible Download texture size - 512 match bitmap as closely as possible MipMap Lookup - linear then just toggle your material view on and off and it should update.
Exactly. Engines Mip in powers of 2, so try tI have your atlas divided more evenly. Ie, have every side of every atlas element a power of 2, so 64, 128, 256, 512, etc. I wouldn't reccomend atlasing in thirds like you seem to be doing.
Yes, we were reading different hue value chroma pages, it's explained here: http://www.huevaluechroma.com/032.php BTW, if you want to spread this kind of information, the trick, as evidenced by years of culture, is to reproduce the information in your own words. I don't think this thread it the right way to go about it.
@Prtofdacrowd Haha yeah that would be awesome actually. Was thinking about calling it a day with this one but actually going to spend more time with it so that could be on the cards :) Made a few more changes based on feedback from here and twitter.All the textures are 512 and 1024 apart from the main floor that I left at…