Use 16-bit images. 8-bit images can have only 256 different values per channel, and because heightmaps are in grayscale that leaves you with only 256 different possible height values.
Hey guys, i reworked one of my old assets. Let me know what you think. It was modelled in Maya, textures is Substance Painter and rendered in Marmoset Toolbag. https://www.artstation.com/artwork/EZ3QA //www.artstation.com/artwork/EZ3QA
I am having a weird issue with a small 256 x 256 graph. Pressing spacebar appears to shift the pixels slightly causing a break in the tiling on the output image. Node graph is pretty simple, this node is a safe transform at 45 degree rotate. Any ideas?
A little fan-art of the awesome minions from Despicable Me :) It was done during a lowpoly exercise at school where the objective was to create a character with 1000 tris, 256*256 textures, no texture filtering and only 1-bit alpha.
Here is my color map! The model is about 780 tris on a 256 x 256 texture. Spec map and normal map coming. Critique welcome! Uploaded with ImageShack.us Uploaded with ImageShack.us Uploaded with ImageShack.us Thank you, Jessica
I would try to grab a 240/256 Gbyte SSD. A friend of mine thought he would be ok with 120 Gbyte, now he regrets his decision because the SSD is full. The Crucial Mx100 with 256 Gbyte costs only $20 more and has more than twice the storage. http://pcpartpicker.com/part/crucial-internal-hard-drive-ct256mx100ssd1 Why did you…