about normal map size: simply rescaling is not a good idea, since rescale filters do not take into account that your pixels must represent a normalized vector. Likely there is filters that allow to renormalize them after scale operations.
Well, think about it. Smaller checkers = more pixels, which can definitely be noticeably different. In some situations it's okay to have inconsistent density, but as a rule, especially on props like this, you really want to keep that stuff even.
as far as textures are concerned DPI does not mater, leaving at the default of 72 will be fine. The only thing that matters is size of your image in pixels. so a 1024x1024 image at 72 dpi will be the same texture as 1024x1024 image at 150 dpi.
Alright, with this problem fixed (thank you btw). I'm just wondering why my normals are always so pixeled. Uploaded with ImageShack.us the circled areas are good examples of this. Didn't wanna make a new thread. Thanks in advanced
Very nice! what sort of texture resolution would you use though, to get the details to bake out properly? Everytime i try for minute details they don't come out well, because there aren't enough pixels.
Who wants maya to incorporate Modifiers in their next release... I DO! For now I've imported the building as pieces, i'll try out some different ways in the future and see what I can get. Thanks pixel.
This tutorial has been written originally in French, here is the Google Translate version (french version: https://zestedesavoir.com/forums/sujet/6759/guide-la-creation-de-textures-pour-les-jeux-video/ ) We will see in this guide how to create a stylized texture of professional quality for a video game. We will need to…
This tutorial has been written originally in French, here is the Google Translate version (french version: https://zestedesavoir.com/forums/sujet/6759/guide-la-creation-de-textures-pour-les-jeux-video/ ) We will see in this guide how to create a stylized texture of professional quality for a video game. We will need to…
Yeah you can't simply rebake a normal map as a an emission texture, because the pixels encode for a 3D vector, based on a space defined by the surface normal and surface U direction (aka tangent space). New UV orientation = the tangent space has changed.
Does anyone know if it's possible to change the position of a texture within a material in UDK? I have a texture that is tiled (using a TextureCoordinate) and I'd like to nudge it over a few pixels/units. Is there something similar to the Panner in which instead of Speed X and Speed Y there's Position X and Position Y?