You are using 32 bits per channel (bpc) instead of 32 bits per pixel (bpp). 32bpc color depth is usually only for HDR imaging, games mostly don't support it. To fix it, go to the Image menu, Mode flyout, and choose 8 Bits/Channel. 8 red + 8 green + 8 blue + 8 alpha = 32bpp.
I remember back in the day when 800pix wide website died, there was a certain rule to follow when designing a 1024pix layout. Like, nothing should be wider than 998 pixels or something. That number was taking all the different browser in account regarding scroll bars thicknes, window border aso and hence was "1024pix…
It's a great start but 4000 pixels wide at 3Mb each is a bit overkill. My monitor is 1920 so I can see between half and a third of your image at full resolution and my connection isn't fibre so it takes a while to download them all. Any chance you could keep the size to sub 2k in the future?
This has been around for a while, exporting the documents tends to add a few pixels to the edges. You could try either a best render, turning off shadows and other render properties, or trying this script:…
Both incorrect. It's in 4x4 blocks (16 pixels). DXT only stores two colors per block and interpolates the others, using 2 intermediate colors for DXT1, and either 4 or 6 (can't recall) for DXT2/3/4/5. Edit... made a quick edit of the page. Super busy, working the weekend in fact, but hope to add more later.
just in case you are still interested: I realized that my pc is actually able to do some sculpting... (yeah! ;) ) and I tried to sculpt some detail in the borders of those tiles. However, due to a lack of sense for scale on those tiles, I produced a lot of pixel soup... :D i think I will have to work on that some more... ;)
Forgive me, but I'm not understanding how to halve the blue values. I tried setting them to black and that just destroys the image? Am I adjusting the saturation? The brightness? The levels? The colour balance? I just seem to be missing something? Deleting the neutral pixels is something I didn't look at, although its not…
Artist obsessive... you don't say, i don't think we do that... Hmm that triangle is looking at funny let me move it a pixel. LOL :D I think obsession can be a double edge sword. It's good to be into your work but if you can't get your project done because you are over thinking things then it's a waste of time.
In Mudbox, Modo, and Bodypaint you do not need to subdivide your mesh to paint on them as you are painting actual textures. It is my understanding that ZBrush requires you to subdivide your mesh because you are painting vertex colors rather than texture pixels. Sorry, I don't know how the other apps mentioned here handle…
never ever move or scale or rotate a landscape (or terrain for that matter). It makes them go completely mental. Also, if you're generating your terrain from a height map (i.e. satellite imagery or the like) make sure you don't have any completely black pixels in it (i.e. 0 height), this frequently refuses to have…