8bit per channel, pretty much every image you find (JPEG, TGA) is 8bit per channel, ie 24bit image or 32(24 + 8 for alpha). Not 8bit as in 8bit total for the image like a GIF. 16 or 32 bit per channel images are used to get higher precision, but not really used in games aside from HDR cubemap image based lighting in some.
Solved. When i use the ColorMap (Blockoutmap) from TexTools it makes problems. So i opened the Blockoutmap and set my own Colors to the map. Every Part of the Mesh has his own color. Maybe there was to much colors? I tried to change the Mode from 8 Bit to 16 Bit, but that not helped,too. My own Colors are at the moment…
Played a bit yesterday, very cool. On a sidenote, does anyone know why my monitor fucks up when I try to play Reach? Main menu seems to be ok but when I jump ingame it crops the sides and outputs - what looks like - a 1990-esque resolution, bloody horrible. It's a 16:10 1920x1200 25.5" Samsung (Hooked up through HDMI ->…
Yes, it was due to 8bit format since that only exports out as low quality and my preset was set as high. Re-exported with 16 bit, and it is appearing better than it did before in the engine, however some edges are still rendering very dark when the normal map is applied to the object. Don't know what is causing this, since…
What Lupus said If you can generate a 32-bit floating point displacement map, it saves a lot of headaches. I don't know the technical details, but I do know that you'll automatically get the right amount of bump/recess with this kind of map, at least in Maya. 16 bit or lower require a bunch of jigging about with alpha gain…
Its not the loving parents that I would expect to be doing the bullying, the kid could have a great home life, It's the rest of world that's the problem. I was bullied on and off about my accent for nearly 16 years, it changes you and sticks with you. It seems short sighted and irresponsible for someone to name their kid…
Unity lacks a proper way to import HDR images. It doesnt even suppott real hdr 16 or 32 byte images. Existing assets in Unity usually work around this with rgbm encoding. Ive got a physically based shader editor extension doing that on the asset store called Jove. I do believe marmoset skyshop is the only asset that can…
Hmmm... good as it is, I doubt they'll see a return on investment here. Been experimenting with Linux myself, believe me when I say their support costs will be through the damn roof. Unstable drivers, weird bugs all over the shop. Psst, want to crash the graphics driver on most ATi hardware? Open vertex paint mode on…
I would just model the planks, its not like planks are very expensive polycount wise, 8-16 tris per board. With this approach you have a more expensive shader that uses opacity and parallax, plus you are using more memory for the opacity/offset, and still doesn't look great at extreme angles. This approach is useful though…
Why can you afford 16 sides on a cylinder but cant afford those on your trigger guard ? A single side to make the curve from the main body to the stock ? Make those things properly round : P Also you got some huge pinching at the ejection in your highpoly and in your stock aswell Oh and you grip seems a bunch smaller than…