This is my understanding also but something I've always wondered is how can an application like photoshop take advantage of 2048 pressure levels for opacity? 2048 pressure levels distributed between 0-100% gives you increments of about 0.09%, but photoshop doesn't deal with percentages in fractions of a percentile so isn't…
ah ok i never did it that way as i thought if i can do it in 256 then if i ever went high it would be easy and no where near as restrictive, also does it not get blurry or what ever? i did it before but i guess you just have to zoom in and work in the details. Yeah i don't know if he is a cowboy or whatever just wanted him…
Maybe I misunderstood this from UDK but since they're separate pieces being driven through a facade script, shouldn't the lightmap be different for every piece that's being reused? After all if I had two props in a scene the lightmaps would be different depending on the lighting in the surrounding areas, right? Is it that…
kodde: i don't use projection for the entire model i only bake the hole and keep the rest 128 128 255 it looks better than the slight gradient you can have Great news i have finished the script now in testing it works with one button and it seem to be faster and better than any previous attempt. the idea is really easy but…
Well, tricount (polycount) for engines varies widely and is changing all the time. It used to be that a low poly character was 500-1200 tris, so a weapon would be maybe 200-250 (quite a bit less than a character). But now mobile devices are close to that. And a low poly character is probably around 2500 with a normal map.…
AFAIK that won't work. B&W is really a photographer tool, for converting color photographs to greyscale while maintaining or improving composition by allowing you to weight color channels so that some colors are darker/lighter than others by using the sliders. It has presets for mimicking colored camera lens filters for…
This looks like a fun one! best way to approach this (any any asset imo) is to decide what you want to be unique and what you want to tile. from there you can save yourself alot of back and fowarth work. if i was doing this. id have a tileable for the bottom floor. and one for the top floors. then another for the silver…
Looking good with the base, i would get this scene into the UDK if you arent already, it will give you the ability to vertex paint most of the damage and details to break up the tiling. Can you post your diffuse for the building? With the way the building is, i would set up a tiling texture starting with the border at the…
Below an example. Not mine but from a site that reviewed the tool. I have been playing with it a little bit because I need to scale a couple of images up by about 250%. The SmartScale results are sharper with kind of jagged edges instead of blurred ones that you get with standard PS scaling. If you clone the image and…