Max Smooth Groups are more akin to weight-painting than just hard/soft edges - this is one of the reasons smoothing can be 'shared' across more than one 'group', something you can't do with Blenders implementation of edge marking (and why it's a complicated mess to implement in Blender using their current system). In…
Hello Guys. I'm pretty new in the environment design and i would love to hear opinions from you.I'm trying to create everything from scratch using 3d max,udk and Ps.In future my plans are to try to get a job as a environment artist so now i'm spending most of my time creating meshes for my portfolio. The first 2 pics are…
No the normal map one it actually uses the same underlying code. Although you can choose to output 8 bits per channel, or 16. The 2D one though is a customization which bypasses the blue channel. I just wanted SBSARs I could open in Substance Player, and to share with people who don't have Designer.
There's a few important things to consider: 1. The bit-depth that you bake your source content at. Generally speaking, it's a good idea to bake at 16 bit so you have a very high quality input for your texture. 2. The bit-depth that you have for your working files in Photoshop, Painter, etc. Extra bit depth is helpful for…
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PogoP, as I can see, you want to optimize these buildings for Nintendo DS... :) You could easily break up the entire texture in many smaller textures, in order to make them tileable. Since there isn't much color in every texture, you should use only 16 colors when you export them. In this way, their size in kb will be near…
16+ bit PNGs and TIFFs are not currently support at this time, the will default to 8 bit. 16/32bit TIFF support will be added in 2.07 though. For now, you can use PSD if you have 16/32 bit files.