Eye candy for breakfast! a great start to my day :+1: If your system can handle working with UE5, then imo shouldn't present that much of an issue whether high res qaudified source or indeed triangulated target mesh?
i like ctrl 1 for isolation. i think shift 1 also does something similar but i always use ctrl 1. you can also setup layers and turn those you arent working on to reference, but that's a little slower.
Checker 1, 2 Grunge map 1, 2, 3, 5, 9 Messy Fiber 3 Parquet 1 Scratches Generator This is at least based on just dropping them onto the graph and observing if the node previewer says 8 bit or 16.
ok tested it and 1 is definitely worse then -1 and -1 is like a 2048 scaled down to 1024 and i don't have a texturegroup_full in UT so i guess changing from one 2k map to one 1k and another 1024x512 was a good decision.
Great stuff, although I'm not yet an adherent of stylised art per se however have to mention that this genre is beginning to grow on me over the last year or so :+1: By the way if you don't mind, interested in how these assets were painted whether proprietary or maybe FOSS tools?
Wouldnt size($id) give you +1 for your array. You probably need to subtract 1 since arrays are 0 index'd. Doing print ($id[size($id)-1] + "\n"); outputs the correct numbers from a quick test.
I am not very familiar with motionbuilder but in maya you select all the keys you want to change and put in the value this ----> *=-1 and it will change everything to his opposite value , maybe its worth a try instead of changing it 1 by 1 :P
Got a screencapture from a friend, looks like UVs/textures with a 2:1 ratio are not properly displayed on iOS devices. Other models on my website (1:1 ratio) look fine. Link: http://dennis-lehmann.com/#m4a1-viewer
@Benjammin the texture resolution is 4K; the software is Mari. Although when Mari imports and object it's a 1:1 rather then in some software whereas the software automatically converts to CM for example. The objects coming out of the 3D package in to Mari are that of meters. Therefore as you mentioned texel density is…