Actually, just got answered: from the author: Hi! There's a need to pack textures as tightly as possible in order to have as few texture fetches in shaders and less (texture) memory. There is a trad-eoff with quality however, some textures need high quality, and others don't. Normal maps typically need high quality as…
I`d say you have a little ways to go before you understand normal maps- firstly I`d look at your rgb channels to develop a better understanding of whats going on. r.128 b.128 g.255 is flat, I.E wont recieve any special lighting info, which is what most of your model is. the dent could be copy/pasted all over your door w/o…
meant to post these earlier. Total tri count is sitting at 2356 minus the battery pack as that will have a seperate texture since it's a seperate piece of geometry and would be used as a prop as an ammo pickup if this was put into game.
Urm, I'm not really sure what your question is - whether you wan to know if Max can do snaps the same way Maya does, or just how t get Max to snap the face to the same place as you demonstrated in the video. I'm going to assume you meant to ask for the latter. The face in the Max video is snapping to the edge closest to…
i think bodypaint is by far the best 3d paint solution.. and i like the brushes MORE than photoshop and haved customised quite a few .... i dont even really use photoshop anymore, except for minor touch ups.. i cant even remember the last texture i painted in it.. @eric: i think all your prayers have been answered in…
I'm having some odd problems with Photoshop. I need to make a image with precise values in certain quadrants. I have an RGB, 8bpp 1024 map broken up into a 5 by 5 grid of black-to-white value swatches. I need each swatch to be a precise value from 0 to 255. Then I want to take this image as one channel (still with these…
global BoneArray global BoneNArray global WeightArray global PasteArray -- Pass the vert id to extract all the weights to arrays fn CopyWeight theVert = ( -- Empty the arrays BoneArray = #() BoneNArray =#() WeightArray = #() theSkin = $.modifiers[#skin] BNumber = skinOps.getVertexWeightCount theSkin theVert BN = BNumber as…
Here's a little more information about a typical JoyRide scene. * Rendering Stats* 720p @ 4xMSAA * ~2.5 thousand draw calls per frame * ~8 million indices per frame * ~2.5 million transformed vertices per frame * Mostly Pixel Shader ALU bound * Rendering Stats (4 Player)* Sub 720p @ 4xMSAA * ~5 thousand draw calls per…
The best way i know of is to add more terrain in photoshop. If your heightmap is 2048 then make another heightmap that is 4096 and blend the 2 in photoshop with a layer mask. Try and make the borders for the "background" heightmap roughly the same height as the edges of your "gameplay" heightmap. That way when you paint…
UPDATE!! So i bought and received my macbook last week. I installed bootcamp with Vista 32bit (piece of cake). I loaded up Zbrush, 3DS Max 2009, Adobe Design Premium CS3, MS Office 2007 as well as my wacom drivers. Everything works and runs smoothly. I haven't run any major stress tests but as a quick test I was easily…