Simplest way to bake a lightmap in maya: 1: setup your lights 2: apply a basic gray material, specular type if you want it. 3: open hypershade if not already open 4: select your mesh and the material (hold shift) 5: in Hypershade go to edit>Convert to File Texture(maya software) 6: set up your options for the conversion.…
The outsourcing was a tiny component, mostly some misc destructible items and a few homeless /bum type characters. A lot of other developers seem intent on pushing the point that there must have been a secret army of outsource resource we used but sadly there was not ( though I'm not trying to say this notion is being…
The baking took so long because i think it was using micropoly displacement, which ended in those 300k polygons to be baked, that said, it wasnt very long for a 300k model The Difference of baking vs. running the image through the PS filter is that the PS filter doesn't support gradients, it merely does bevels around any…
I think the main problem is you seem to be using a 2048x2048 texture on a model that doesn't need anything over 512x512. Sorry but I just cant see how you will put that resolution to good use, as its alreay looking like a big mess of noise. A lot of your local work is on details that are so small they will be hard to see…
sir-knight: pretty sure that is correct for a lot of tablet pcs. I was only using the Axiontron Modbook (apple Macbook converted to a slate tablet pc) as reference for 512 levels of pressure, as that is what they claimed the modbook was using. I haven't seen anything higher than that.…
Sorry, this bit of Maya is confusing to say the least. To understand rectangular uv's apply a rectangular texture to your model and turn on use image ratio in the uv texture editor window. You should see your uv's are actually way out of range, scale them back into a rectangle, which is actually a square when image ratio…
OK The Intous versions have 1024 levels of pressure sesitivity. So it cost more. Graphire only has 512 levels. Thier on version 3 now so you can get a cheap graphire2 or Intuos2 on Ebay pretty cheap. I just got a 4x5 Intous2 for $60. I recently saw a graphire2 for $35. I have to say that probably a used graphire2 would be…
Hey guys, right now I've been using 2048 maps in UT for the diffuse and normal, and a 1024 spec, and a little 512 map for specular power. What do you guys think about these sizings, I almost want to bring the diffuse up to 4096 (which is what my working psd is sitting at)... what are your suggestions?
One thing to keep in mind is that you'll need quite a hefty pc to get the best out of it at least from what I've seen / been told. 512 ram minimum I'd say, ideally as much as will fit in your motherboard. ( I'm a bit of a Z-noob though, looks like there's a lot you can do to help performance like hiding parts of the mesh…