Awesome, got it working. Thanks for the help! =] As for my original question. I think I will make 2 different actions for the red/green curvature maps and the "cavity curvature" maps. And call em: Peaks/Pits (R/G). Peaks/Pits (B/W).
Hmm, well there's alot of sprites ... well have to take a look at compressing it further. To move is 'W' to jump and 'A' and 'D' to go left and right ... you have to stay still on an object to gain points and flip to get a score multiplyer. Thanks for taking a gander man
I have the same problem, but Ive always had that problem. I think its just harder to render than w/o edges. Im sure someone will be able to give a more technical explanation but tbh I think that's just how it works
i've been hearing lots of probs still w/the ps3 version aside from the save issue. the launch was pretty botched. hopefully all the fixes are on the way eric. the game is great. a flop? no way. just like you said...it's selling like hotcakes.
It may be a bit late but I'm wondering, why did you make the edges on your highpoly so sharp? Softer edges might be less realistic but makes for a better look ingame. See also: http://wiki.polycount.com/w/images/8/85/Normal_edge_thickness.jpg
It seems to me that there are segments of UV being flipped, and making the lighting get inverted. Try mirroring some UV segments in the W channel (not U or V channel!) to get the normals facing the right direction again. I think this is the problem, although it's mainly guesswork
If you want to use a single texture to fill a large area, it's best to rotate the UVs a little on the W axis, so the tiling doesn't follow the lines of the room. Should make it less noticeable. You could also work on removing more of the repeating patterns.
Definitely seems like it's something to do with the mesh. There's a distinct cutoff where the SS switches off on the wings when "use raytracing" is checked on. These two sections of the wing have different materials applied as they use different UV sets, but the material settings and texture types are identical. Draft…
Hi everyone. I'm newish to Designer and trying to recreate some tile shapes for an atlas but can't find any masking solutions to do this. Also tried importing b/w bitmaps to maybe plug as alphas but couldn't figure that out either. Any suggestions?
Is anyone else having framerate and lag issues using a GTX 4 Series card and DX11 rendering settings. I thought my 465 would be all set for DX11, but it lags and flickers like crazy when walking through Jordan W. Bathhouse for example.