It looks like the top two areas you've are standard pixel padding, nothing at all to worry about (pixel padding is good). What does the normal map actually look like on the mesh in 3d? Generally its pointless to look at a 2d normal map and try to point out "errors", you've gotta look at applied to the actual mesh. For…
My Cintiq works fine. I like Single Window mode. I have an issue where panning the image slow down my machine. I've got a beefy system and 2.6 worked fine, so it's probably a bug. The real deal breaker for me is that layers have a "boundary" that doesn't update when you move them. So if you have a 1024x768 image and you…
The main point is you want to keep at least 4 pixels in between each shell to avoid bleeding from one shell to another. If you are using UDK with lightmass you don't need to leave any border pixels along the edge of 0-1 UV space. Here's a pretty good tutorial on the subject, it was made with UT3 in mind though so it's…
I ran into that problem not so long ago. I ended up using maya cgfx. Using a simple quad i used the uv coordinates as screen position (like i did for the normal reprojection shader i posted a few days back). It worked like a charm for me since i was doing a simple lookup texture. In your case you might need take a closer…
I dont know i could see that polycount as in in game model, just as long as it was 80 feet tall and only one or two were ever on screen at once. Just make sure that you make a few good tiling textures with different paint colors and keep those small. Like 4 diffrent colors at 512 texture size. Just keep in mind your…
You're basically halving your resolution, then halving it again. Generally games try to avoid this kind of mapping, because it's jarring to the player when the texture resolution changes suddenly from asset to asset. You're right that a modular approach is the way to go. But generally Env Artists try to setup their UV…
Yes im baking lighting i tried production as well. Where can i look at the lightmap UV? I know the floor is AO im talking about the ceiling. Ill try the tutorial you gave me, very good stuff im sure answer is in there. I did not know 4 pixels is needed. I literally just took my mesh into unreal, no uv's nothing to try and…
@Marc31: I did a bit of research before posting this thread and the internet recommended that I do exactly what you just said. Didn't fix it. As for the texture in photoshop, here's a screengrab of the texture zoomed in to the area shown on the model. As you can see, there's no blurring present. @Mik2121: When you say it…
Those regions were culled from your IDs in the *_ID.PSD loaded in Photoshop due to being too small in pixel density. DDO assumed they were noise and removed them. In order to use those colors as a mask, you'll need to reimport the project after painting 20 to 50 pixels worth of those colors in the UV gutters to bypass the…
Hey! So I kinda flopped back to the big pictures... but not quite as big as before. I maxed out the width at 1400 pixels keeping in mind that a lot of laptop screens are 1440, so it should fit much better. I tried out 960 pixels, but it felt way too small IMO. The main page with the thumbnails is still smaller, though. I…