I was wondering if anyone knows if I could record a video in my Unity scene in a high quality than the amount of pixels on my monitor?? Also, how do I know if my quicktime is H.264 or not?
Hello! How can I improve the normalmap? Must I modify the geometry? The tessellations to work in Mudbox is ok? LowPoly: 574 faces HighPoly: 10440 faces NORMALMAP: 2048px thanks!! This is very pixelated LowPoly HighPoly Inside View UV Snapshot
I changed the pixel Depth for the fresnel and the results are better, but I still can't figure out why the refraction does not reflect what is inside instead of what is coming from the front... pth
Did you give any padding to your maps? Most programs allow you to extend the texture a certain number of pixels beyond the border of the UVs to help prevent seams from appearing.
The feathers all have a black border around them from mipping, you might want to use a yellow background or even a blurred version of the feather by at least a few pixels for the feather textures.
Im pretty sure this is not possible. As the glass is rendered on top of the pixels that would be blooming - and are no longer reaching the > 1 threshold. you could try making a glow mesh that encapsulates the mesh or use a flare
I believe UV Deluxe or Nightshade UV should work for pixel density with UV maps. http://www.creativecrash.com/maya/script/uvdeluxe http://www.creativecrash.com/maya/script/nightshade-uv-editor
I suggest changing the top photo, it looks to pixelated. I'd also suggest changing the colour of the font because it clashes with the photo. Other than that, it's a really nice portfolio and web page layout.
Any brush or just one? Not knowing anything about your file, perhaps you have a ton of pixels outside the borders from a pasted source? Select all, Crop to trim those.
Thanks, Monster, it works! BTW i'm using little icons in toolbars, and need only 16x16 pixels version of icon, but there must be separate .bmp files for icon itself and alpha-channel, like this: