The wall is one unified mesh. Basically the hardware I'm working with doesn't allow for textures larger than 128, so if my wall texture was 256 by 256, I would cut it up into 8 64x128 texures or whatever I needed to keep the resolution. The seams will show up ingame too unless I do that work around I posted above.…
Im going to ask a question. Would anyone have any ideas on how to lay out a UVW for a car. I would assume: - one texture sheet for the exterior. (and how would i lay it out for best results? any examples?) 2048 - one texture sheet for interior 1024 - one for the wheels/rims 512 - one for engine 256 or 512 - one for misc…
tho you are only using 256 x 256.. its always better to paint at a higher res, so u can put in more detail. some may get lost when downsizing but it shouldn't be too much to fix. screens are lookin good. im wondering, from what angle, fov, and distance is this going to be presented. for something like an RTS style game it…
The sequencer is beating me up, I can't get it to space out the tracks back to back with a 10 frame buffer. So far all I've managed to pull off is have it adjust all the tracks to the same start frame. Despite my best efforts to reset all the tracks to zero before sequencing when the script is run again, they all keep…
AO takes so much time because lots of rays ( ==billions ) need to be traced. For instance, a 2k x 2k map with 4x AA and 256 ao rays(medium quality) takes exactly 2048 x 2048 x 4 x 256 = 4,29 billion rays. The best way to accelerate that is: 1. Get a better CPU or overclock your existing one. or 2. Use the Optix/CUDA…
Well final finished with this went really slow, have been working on some other projects, and had other personal thing going on. If you have any questions I would be more than happy to answer those, and hope some of you like my model and textures ;) In toolbag Wire Highpoly Texture Flats Not happy about the uv map, was…
This one went over schedule but not too much. These pants were too ambitious and required me digging into MD a bit deeper and also doing waaay too much clean up and UV's was a chore. I think they look pretty cool, more interesting and medievally than "boxer shorts" like the prototypes had, but I definitely will be avoiding…
Running into some weird compression errors: It seems like it's some color bleed from the eyes on the texture but when I resize the image to game res, there's loads of space between the UV shells. The black bleeding into the eye, I can understand but the yellow bleeding into the black just baffles me. All of the masks are…
Hi guys, I'm still pretty new to substance designer so please excuse my ignorance. I am going through the Getting Started tutorials which SD 5.5.1 is being used. In the video he sets up a graph at 2k resolution. While working in the graph he explains that the default resolution is 256 which is displayed on the nodes when…
My workaround has been to open the UV editor via a shelf button that adds a custom panel next to the UV toolkit. When I want to add something I look up the MEL command for it and add an entry to the list. if (`workspaceControl -exists PixelBUV`) deleteUI PixelBUV; TextureViewWindow; global proc…