Since there is no created data on the first renderable frame (frame 1 in this case) then no content will be rendered. You either need to slide your animation to frame 1 and export or change your frame range to begin on the frame the geometry is created (in this case) 2-120 for your cached export. We'll look into this…
Cheers guys. Bedrock: Yeah I see what you mean. It's baked at 128/64, just a nrm to help control the smoothing. I've baked at 256/128 and added in a gloss for some dirt and scratches (it was too low to have them before) and it's looking a little better. Also the middle bit of geo was only 40 odd tris and, while it's not…
Oh, nevermind that ,it is OK :) A more perfect solution is to rework the action so it uses a clean black and white render of the UVs as a base for the layer masks. Such texture could be easily created using TexTools Another possible solution is to add a layer style with "inner glow" set to the default normal map color…
You're going to lose a lot of that deatil when you drop this thing on the PSP. Unless its very large on screen its going to blur out of existance, particularly given how ridiculously huge your texture map is. First thing I'd do is hack your texture down to 128*128 at the absolute most. Large textures will blur nastily on…
Once you've got these bad boys done, I can help you get them into Source with all the updated shader stuff if you like. You'll need a normal map with the spec map in the alpha channel as a bare minimum (the normal map can be completely flat, just a fill with 128, 128, 255 is fine), and the diffuse map as well. You can also…
It could be a gamma correction issue, you can check by applying a texture flooded with a 128, 128, 255 red-green-blue color. If there is still a discernible seam it is most likely gamma correction doing something funky. Gamma correction is confusing to say the least so here's some official documentation on it…
You should turn off texture smoothing in the max viewport to get a more accurate representation of how it'll look like on the DS. As for textures, yea, most DS games dont use 128, 64x64 is more reasonable. The DS can only hold 32 64x64 textures at a time, a 128 would eat 4 of those 32 slots, meaning 1/8 of all your texture…
so I was having the same problem with my ivy and found a script that adds the normal colors in the diffuse slot and then set the self illum to 100 and render with your normal map with a ortho camera. Pretty much the same thing that ben's tutorial does but without the light setup. you can find the script at scriptspot.…
I'm not sure how amount of tiles can affect size of the stones. Its all about finding proper scale for UV chunks. Scaling them down will make stones look larger, and you still have other benefits. The only issue here is texel density. If you scale down UV chunks too much, texture will appear as lowres compared to nearby…
I had a reference from deviantart for the base model which i made myself :D ), and ive been using some random stuff from google images (lol) for inspiration, but no real reference at all. Blender tells me that its 12k vertices, but i have no idea about the polys (and i don't remember much about geometry schtuffz :P) found…