If it's the same price as the 22HD go for that, the 13HD will be too small for sculpting. Remember to check for dust and dead pixels. I had to go through a few 24HDs before I finally got a non defective one.
This is due to DDO filtering out the color mask because it either has noise in it or due to it being too small. Paint that color in your UV gutters, perhaps something like 100 pixels worth of it, and then reimport.
I just bought a viewsonic 22 inch for $260. Not sure how it compares with the more expensive brands, but so far I haven't found any stuck/dead pixels and the colors look gorgeous to me.
Uncharted 2 is perfect?! I see stretching, inconsistent pixel densities, the shading on the brick wall and the modeled bricks is different (and looks bad in places). Etc, etc. It does look really good, but nothing is perfect.
Mop its a map with a gradient in the red channel representing U and a green gradient representing V. Map those onto and object and you sample the colour value to give you the UV coord that the pixel is mapped to.
Looks awesome, only bad thing is the broken rocks near the camera on the bridge wall look like they have low pixel density even though they dont. Also they could use a bit more geometry.
Put an "abs" node after the material function. The black pixels you are seeing are negative values. Taking the absolute value of them means the sign is removed from the values so they become positive.
If it's done when importing the texture as a uasset there's no cost If it's done in the shader there's a very small cost per pixel, it's probably not something you'd notice but I think most would consider it to be bad practice.
Where can I find images of a huge list of surface rougheness typically created by Surface Profilometers; I don't care how they look as long as they represent the physically accurate roughness of the surface in an image; obviously they can't look pixelated :neutral:
Im making a displacement map in mudbox for terrain to be used in world machine. Everything is fine except theres a row of pixel artifacts in the middle which is non existent in my model. any reason why this may be happening?