This doesn't help you so much, BUT, I can give you a quick run-down of textures. I spent a lot of time learning last year on making them for a game (was never completed or anything, so title doesn't matter). Here is a quick step-by-step for you: 1) Make a new PSD, 512 x 512 pixels. 2) For most textures, people have told me…
hey James Thanks for the advise,I used hi-pass and pushed that abit more it got a tad to grey for my liking despite the hi-pass being applied to a duplicated layer then set on luminous blending so i messed with curves,levels and color replace to get the color back. I also forgot to reset the offset filter so putting like…
[SIZE=+3]SP 1.5.0[/SIZE] Changes: * [Shader] Add line number in Shader compiling error messages * [Shelf] Improve thumbnails previews quality * [Shelf] Automate thumbnail generation for Smart Materials * [Tool] Shortcut to control hardness setting in the substance * [Tool] Use grayscale widget for geometry decal when over…
The hallway looks pretty freaking awesome. I'm also going to suggest adding some variation. Love the minimalistic style, but you've got a lot of empty space with repeating patterns especially the big room with all the squares everywhere. The hallway looks awesome, but I think the tiniest amount of additions would really…
UV coordinates always range from 0.0 - 1.0 they are not described in sizes such as 512 x 256 but always 0.0 - 1.0 because they are described as floating values within that range (although you can place stuff outside, but usually when textured it gets looped). So whenever you create a UV map of lets say 512 x 256 in the end…
Hey guys, my PC blows. My processor is a Pentium 4 @ 3.2ghz w/ 2mb L2, and my RAM is only 2gb DDR2 @ 266mhz. I'm running 32 bit XP and I'm sick of it. Render to Texture in 3ds Max (even on simple geometry) takes hours sometimes, and I get major performance issues when working with zBrush on any kind of highly tessellated…
solved - easy way in affinity photo is to open the swatches panel, then in the options you can import a palette from an image, and you can set up to a 256 color palette. So you can composite a few images together that have the colors you desire. Then just set the display size of the palette to large and screenshot the…
Now that I have the blockout done (some things will of course change while i'm doing the final assets), I'm going to move on to making the final asset for the Tower (the one on the far left of the last sketch). Because creating the textures from the UV snapshot is somewhat time-consuming, I'm going to be very smart about…
Back with some results from my testing. Note: I have not read too much from the link that you have provided about Lightmass, I will be doing that today. * I have split the entire apartment mesh into room by room and this solved my issue for the most part. * The lightmap resolution for each room is 256 and I have NOT…