I have found a solution: 1. export the texel density map from RizomUV 2. use it to mask areas with variable Td in Painter 3. use a filter Height Adjust Now to properly set this filter I export a simple plane with all texel densities in my project: say I have 5 different Tds - then I divide this plane into 5 areas, unwrap…
int _tmain(int argc, _TCHAR* argv[]) { for(int i = 0; i < 7; i++){ string Display; cout << i << "*"; do{ } while(true); } return 0; } if you're meant to have a dynamic "diamond" you want the maximum number as your input, save that number as an integer. then solve the number of lines necessary to reach that number so your…
I have a custom helicopter model (huey) that was in GTA and I am trying to prepare it for crysis. I am using max 2012 and have gone into the material slate editor and replaced the GTA multi subobjects with standard subobjects. The texture on the helo remained the same because I used the same bitmaps. I am able to export…
anndddd numbers. chinese like number 8. not 4.... that;s why when you enter chinese building normally their fourth floor normally labelled as 3A... sometimes floor 14 will labelled as 13A... sometimes whole floor list will become like this if they take number 13 as bad luck number too...…
First of all allow to extend a big thank you to everyone who had anything to do with the contest. It was a perfect excuse to get together and do some art. Yes the loose rules and big time frame were awesome. Tbh I hardly imagine myself taking part in a purely environment contest from now on :) Although having the time…
I support thinking about this - it is important However .. You must account for FOV(I recommend vertical fov for PC/console). screen resolution and view distance are not enough to give you accurate numbers It can also be boiled down to a simple equation that gives you an ideal texel density for a given distance (with fixed…
@Javid / Sn1pe - We have offered to pay you both publicly as well as privately numerous amounts of times - we haven't heard a word from you. So if you would like your compensation, we encourage you to contact us. Otherwise, the work IS in the process of being removed and re-made and the time you spent on it will have been…
It's all about making the painting easier for the average artist, and maximizing texture efficiency. You have to trade off a bit of accuracy in texture consistency. As you noted, it is common to get slight distortion effects on some surfaces because of this approach. Part of the trade off is that your texture density is…
okay, moprhing explained every vertex in a mesh has a number it's a bit of a simplification but a morph target in max stores basically this in a big table In the above example vertex 1 moves up -1 unit in the z axis and vertex 2 moves 3 units in the Y axis. If the number of verts in the base mesh doesn't match the number…
https://www.unrealengine.com/marketplace/en-US/product/9149a10d221544a89cdc4d2e0df67342 Real world scaled,low poly, easy to customize and create LOD's. Also perfect for in simulation genre, logistics / industrial topic. Technical Details Number of Unique Meshes:46 Collision: (Yes/Complex) Vertex Count:211.360 LODs: (No)…