Thanks Eric. Shrinking UV slightly like it's in point 2 from that link doesn't help much in Blender. I bet it's point 1 "Custom" HLSL shader that does something with mips. I am not sure I have understood what's exactly. Disabling filtering and mipmaps is not an option imo
ah i was looking for that string :) toolMode.transformCenter() now i will make a nice macro that will automatically with one button change to screen and off center. at least i will try.. haven't done this for quite a while :) Thanks Eric :) update2: Here it is. simple but it works! drag this to your toolbar :)…
Eric Chadwick thx for the help mate! actually the problem cannot really be the two monitors i think, coz it sometimes works just fine and then goes wrong again + it doesn't appear on my second monitor neither :( but i cannot figure out the reason. i will try the ini thingy, thx!
@Eric Chadwick Sorry for the late reply: I do own UVLayout, can you elaborate on the automated workflow it enables? I have always used it for manual unwrapping of delicate hardsurface and organic objects (fancy manual pelts and all that), but I'm not aware of any way to generate full layouts there automatically.
Thanks Eric, That seemed to have done the trick. While I have you here I was wondering if there were any optimizing tips for running Photoshop and Quixel. Running them alone with 4k maps seems to use up nearly 80% of my ram (16 GB). I was just curious.
O_O Oh my God Eric just went to your site, that is some killer portfolio. Awesome Hope you wont mind me asking this but roughly how long time is given to you for making unity environments? We are doing it in max 20-22 days and one 3D person.
Core Overload Art Team Scott Arnold Lisa Clark Stephen Chu Brian Choi Alfredo Dosztal David Heidhoff Michael Kulrich Vaughan Ling Tom McDowell Andre Alves de Oliveira Jose Perez Jet Shao Povilas Selila Justin Tang Eric "Odin" Vancza
Thanks Eric, it's looking good. I don't know why I haven't thought about reading the official documentation. I guess I wanted some shortcuts to transfer my previous modelling knowledge to a new package faster, but maybe it's best to take some time and get down to the basics.
Well you are right in saying that with PBR it's no longer a concern; roughness maps are indeed monochrome only. However, the Linear-space lighting thing is something that was figured out before PBR became all the rage; the article Eric linked is from 2010. Tells you all you need to know about it.
Eric is kinda right here, I mean I'm not going to spend my afternoon looking for something in a jack of all trades post, even with a proper search, I'm going to get too many hits under a single header to make it useful or recall from memory where I'm looking.