Running into some weird compression errors: It seems like it's some color bleed from the eyes on the texture but when I resize the image to game res, there's loads of space between the UV shells. The black bleeding into the eye, I can understand but the yellow bleeding into the black just baffles me. All of the masks are…
Here's a quicky for hand painted stones using offset in photoshop: 1. Start with a new layer and paint a couple of stone/slab shapes using a neutral colour in the centre of the canvas: 2. I'm working on a 512x512, so offset this layer by about half (256)in each direction (the value doesn't really matter in this case so…
I could be wrong but I think you have some mip mapping going on there, the texture looks to blurred for what I believe is not 512. Maybe check your viewport settings and the texture memory setting. Like in Max these settings matter:
Just noticed i still had the bio and contact in the top right and have removed them. I dont quite understand what you mean with the texture sheets. Clicking on them opens them up in a new page at a larger size. Do they eed to be bigger? at the moment im at 512x512. maybe change them to 1k square?
^ It depends on the engine and things like whether you are memory bound or streaming bound. Your engine might handle the 12 channels differently if they come as 3x4c or 4x3c in how it packs the lookup index.The cool thing is that the programmers can profile that for you and give you an answer. Programmers are good for…
You can adjust the brightness of the textures in Unreal in the Texture Properties window https://docs.unrealengine.com/latest/INT/Engine/Content/Types/Textures/Properties/ And I agree with your friend, some better lighting would really make your foliage stand out more. From what I can see the foliage looks nice, it's just…
Oh okay, I thought when you said the 512 and 1024 things you were talking about the UV box that goes from 0-1 Now I see that you mean that your texture can act as a scale for different texture resolutions by setting different tiling. ___________________ Quick art was just a reference to what JohnnyRaptor said about just…
I agree with JMYoung; horizontal scroll needs to go. It's non-standard and can be very annoying. As for the actual content, there are a few things I noticed: - You're using very high res textures, but not taking advantage of that by making them detailed enough that it seems like the characters need textures that large.…
I just tried the most simplest of settings to see what results I got right of the bat. I get no exported image file. I do the the export.xml. I am using Maya 2013 x64 1) Ran script to get window showing 2) Set the xnormal path to x64 (tried with x86 as well) version of the xnormal exe (v3.17.15) 3) Set export path to my…