Your example is actually an interesting one because it shows a case of distorting LM UVs, in this case making the shells with diagonal lines square. Here's your mesh after re-unwrapping the LM UVs. In the image below you'll see that there are no LM artifacts. Sometimes I find it hard to tell so I add a 'blowout light'…
This is tough to critique because you're clearly going going for a stylized character and can use that as a defense against anatomical flaws. Despite that, there's a few things that stand out to me that you can consider: -The model looks higher resolution in that most of the surfaces seem rounded, but the texture seems as…
Good stuff from Poop. This is for max, right? From the help file: [ QUOTE ] Smoothing groups define whether a surface is rendered with sharp edges or smooth surfaces. Smoothing groups are numbers assigned to the faces or patches of an object. Each face or patch can carry any number of smoothing groups up to the maximum of…
Microsoft made it so XP pro and Win 2000 can't write fat 32 that big on grounds that ntfs is a better file system, it's not a bug it was intentional. I hate you Microsoft and Apple! You can always get a windows program that that allows you to view Mac files. I had one when I used to do work on Macs and PCs and had to…
I wonder if Toolbags EXR output delivers full 32 bit float. After a quick test (gi_room) I'm not so sure anymore. The image shows up in Fusion in 16 bit float only. Did I miss something or is this a known software limitation?
32bit as in 24bit RGB + 8bit alpha = 32 bit?* 8bit Red channel * 8bit Blue channel * 8bit Green channel * 8bit grayscale alpha in that case for each channel 0 - 255 or 1-256 depending on the scripting language.
@A_B Sorry for taking so long to respond. If haven't messed with this in some time because I was doing other things. As far as purely getting better vertex painting results (minus everything else I did here) there's this video which walks you through everything pretty well: https://www.youtube.com/watch?v=OPHnxGb6KHA That…
Yes it is always better to split off your alpha stuff if it is only a small % of the asset that needs alpha, the reason is simple, a 1024x1024 texture with 24 bit(standard) is 1/4 the size of the original texture, and a 1024x1024 32 bit(with alpha) is only 1/2 the size when compressed. So you're doubling the amount of…
Hello guys ... just want to show you this addon i just created. Maybe someone might find it usefull. regards The PBR Texture Bakery is an addon for Blender that allows you to bake complex Cycles-materials to PBR-textures: https://blendermarket.com/products/pbr-texture-bakery-for-cycles The approach is similar to what…
Hi all, Before I begin, I'd like to clarify that I'm aware this issue has been covered extensively in the past, such as on Earthquake's Sticky thread in this section (http://www.polycount.com/forum/showthread.php?t=81154). I understand the issue at hand, though specifically I'm seeking advice on the best option available…