The red channel is X, green Y and blue Z In the position maps they'll be simple gradients, the wsn map is what direction each pixel is facing in. You can work out what they do by simply viewing each channel separately on your model.
@musashidan is right about this. Pixelization is not the only problem on your normal map, assuming you mean that by "quality". There are other issues on your normal map, that you can't fix by painting in photoshop. It would be more beneficial for you, if you make the things musashidan said.
This is now easily doable in Substance Designer 6 with the new curve node. ;) If you want to do it in SD5, there are two ways : - Create your gradient, linear. Add a gradient map (grayscale) on top and enable the "interpolate mode". - Via a pixel processor with the following formula :
IIRC they couldn't use texture filtering, so it's all Nearest Neighbor. I also recall textures not being sampled correctly in perspective, so sometimes you would get pixels swimming as they went across triangle borders. Especially when deforming meshes.
hmm, hard to troubleshoot without the files. I remember having this issue before, and it was a problem with the object scale. -1 and 1 were the wrong values (way too high in my case). I'd try to get the true pixel values out of Nuke if possible.
You're only using about 63% of your UV space. That is pretty low and will result in too low a resolution in your textures and too much wasted memory on empty nothingness pixels. Try and get that up over 80% or so. That will help out plenty.
That is correct sir. You want to make sure you create your plane the same dimensions as your image...for example if your image is 289x300 pixels...you make your plane that same size. Use the blueprint as a diffuse then just throw that material on that plane.
cant be a hardware problem.. rendering dosent use hardware.. just your processor.. try turning on a supersampler like hammerslay.. and also put a plane behind it like xenobond/Kman said..you might also want to turn padding off.. 0 pixels
Just multiply the size you want the render to be (in inches) by 300, and set the resolution to that number. So, for example, if you wanted to make a 6" x 6" render at 300dpi, you would set the resolution to 1800 x 1800 pixels. That should work, right?
[ QUOTE ] I guess you missed the soft stencil buffered character shadows, very high polygon models and textures, per pixel shaders and normal and bump maps all over everything then? [/ QUOTE ] CoD2 doesn't look like that here. Not in DirectX9 mode.