I've had this occur when switching from the 32 bit executable to the 64 bit executable for mudbox (and photoshop for that matter). I believe it's a known issue, though I may be wrong. Try the 32 bit executable and see if it makes any difference.
no, it can run both 64 bit and 32 bit applications, that's why you have two program files folders. Program Files (x86) is where your 32 bit applications live while 64 bit ones are in the standard Program Files folder.
@Yuke: Yup! All 256s and the 32. I've got some other stuff I need to catch up on, but I'm gonna go back and use on of my channels on the 32 to make a glow card. @joshmtyler Thanks! My fear is that by making it too round that it wont feel angular enough for WoW haha.
Yeah, in Photoshop change Image/Mode to 32 bits per channel, and you got yourself a 128-bit image. (32 bits * 4 channels) I don't know if we will ever use them for games, but apparently the extra bits are used for storing intensity and other information: http://en.wikipedia.org/wiki/Deep_color
Shouldn't be any troubles, we routinely mix 64-bit and 32-bit TSVN clients at work, no problems. Maybe you'll need to make sure the server install is 32-bit (no idea if there's even a 64-bit SVN server), but the client makes no difference, it all gets committed the same way as far as I can tell.
@Danface I followed up with our engineering team there is a maximum of 32 lights that will cast shadows, and 48 total lights. Once you've gone beyond 32 shadow casting lights, shadows will stop casting for some lights. And once beyond 48, some lights will stop rendering.
That is correct, however, depending on bit-depth the color space in Toolbag will have different defaults. 8 bit albedo and specular maps will load as sRGB, while 16 and 32 will load as linear (and previous to 2.08 we did not support sRGB with 16/32 bit files). Normal maps, and I think gloss and metalness maps will always…
You are using 32 bits per channel (bpc) instead of 32 bits per pixel (bpp). 32bpc color depth is usually only for HDR imaging, games mostly don't support it. To fix it, go to the Image menu, Mode flyout, and choose 8 Bits/Channel. 8 red + 8 green + 8 blue + 8 alpha = 32bpp.
Here's another one for UE3: http://stephenjameson.com/tutorials/lightmap-uvs-tutorial/ 32 x 32 pixels can be fine depending on the size of your object and the amount of instances there are and how detailed the shadow information needs to be. Light maps do add up after a while even at such small resolutions.
hmm how am i supposed to do this - i tried sculpting my concrete thing. then imported into max and max ran out of memory and crashed (only 1mil polygons!) i have 4gb of ram on win xp 32 (yeah i know 32 bit can't use all of it)