Hey guys, when baking normal maps in marmoset I usually select the 16 bit format option(32 bit causes my old laptop to close Marmoset lol) as when I select 8 bit I notice some dithering after the bake. But I have heard that 16 bit format is not always the best way to go? Or is that when exporting out the texture maps out…
I have written a script which makes to manage FormLayouts easier. I want to share this if anyone could be interested. The FormLayout control is the most powerful but less accessible one as it requires more size, offset and ratio management codes. This script is designed to use FormLayouts as easy as PaneLayouts. With this…
16:10 does the job too, you still got your 1200 height and your 1024 textures fit in there you could also aim for a 21x9 monitor with a height of at least 1200 pixel, and its almost like 2 monitors(5/4 *2 = 10/4 = 21/8,4) you could also put 3 16/9 monitors together upwards(and without border) would make you a fine 27/16 =…
Well,... that was an easy fix :D thank you! I only tried setting the individual nodes (normal and AO) to 16 bit. Setting the whole project to 16 did the job..
Unity supports 16 bit natively and it can also automatically convert to 8-bit for compression although it doesn't dither down from 16 bits like Photoshop does.