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Re: UV Layout - Overlapping vs Wasted space
Reply by
ZacD
·
Jul 2013
·
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Technical Talk
overlapping UVS is a very good thing, it allows you to have a higher pixel density in your textures.
Re: Lightmaps look ok on hard edge, not on soft edge with normalmap (UE4)
Reply by
Willog
·
Jul 2018
·
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Unreal Engine
Yes, I already try with a bigger amount of padding, 4 pixel or even 5 but nothing change :/
Re: Is there a way to convert a Substance Painter file from spec/gloss to metal/roughness?
Reply by
poopipe
·
Apr 2017
·
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Adobe Substance
any non-grey specular value will qualify as metal - a simple pixel processor node can handle that.
Re: DXT1 RGB vs DXT1 ARGB
Reply by
Bruno Afonseca
·
Jan 2014
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Technical Talk
The one with the alpha will eliminate RGB information on the pixel blocks where alpha = 0, so it evens out :)
Re: Another problem with seams in normal map
Reply by
.Wiki
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Jun 2017
·
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Technical Talk
What are you changing in 3dcoat? One does not simply paint a normalmap since every pixel is a vector.
Re: Slash Damage Art Test
Reply by
konstruct
·
Aug 2012
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3D Art Showcase & Critiques
yeah slash the rain. It covers up 50% of the pixels that make up what the test is all about!
Re: Polypaint question
Reply by
almighty_gir
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Sep 2012
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Technical Talk
if the distance between each vertex is bigger than 1 pixel, then of course it's going to look low res.
2 results
Re: texture clamping max 2009
Reply by
Rhinokey
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Mar 2014
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Technical Talk
yeah when i uncheck tiling, it just makes the outer area grey, it does not stretch the pixels :(
2 results
Re: XoliulShader 2
Reply by
lloyd
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Jan 2012
·
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Stickies
transparency doesn't work with soft shadows, is this a max issue? and is there away to make hard shadows not really pixelated?
3 results
Re: Head Texture Practice
Reply by
Jeff Parrott
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Mar 2005
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3D Art Showcase & Critiques
The lips are looking good Jon. I would put that type of 1 pixel detail in the rest of the face.
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