I'm rebuilding a map and I'd like to use the landscape tool this time around. However, I don't quite understand the math involved. I have a 257x257 heightmap. Each pixel represents 400x400 units. UDK doesn't seem like those numbers. Am I out of luck or is there a way I can resize it to make it work?
Hey all, So getting a really horrid gap (fringing) 1 pixel when doing mask selections from RGB channel. Have gone to every possible photoshop site and still no luck. If I keep filling in the mask with color the issue seems to go away but its annoying, defringe dont help either. I am working with 4k image.
I downloaded a script called Tools-GrabViewport, can't remember who by. basically it's the default viewport grabber but let's to save the images at a resolution you wish. Well I have enabled realtime shadows and AO in the viewport, but for some reason this screws the script up and makes it all pixelated, any way around…
Can anyone help me out here. I had small icons working in my taskbar now all of the sudden they are all huge and pixelated. I keep selecting use small icons but am having no luck. Anyone know of a workaround to this prob? it looks like crap since i'm using a 22 inch WS LCD. ack!
Its only like $30 more than the original. I would suggest it because it has the higher pixel density. You can see what fails texture and GUI wise. The lower rez tablets like the original nexus pretty much emulate what a mid range phone offers rez wise.
The normal map turned out okay I guess, but I think I may have to size it up to 2048 pixels instead of 1024. I should propably have tried to build this modularly from the beginning, to get better texture res. If there is time over I might redo it, but I have to move on.
You can LOD that all the way down to 12 tris if you UV it properly. A good rule of thumb is to halve tricount at each LOD level. You'll usually find you can drop it pretty hard between 0 and 1 though. The idea is never to have triangles smaller than a pixel on screen ..
Three reasons: the mountains or buildings are sharper if using geometry than if they are blurry pixels in the skybox, you can get some parallax between them and the sky, and if your time-of-day changes then they can show that lighting change (while the skybox can be either faded to another one, or else just tinted a new…
A lot of your edges look waay too tight. For something to bake into the normal map, it has to be as wide as at least 1 pixel on the map at final resolution. If edges are tighter than this, they will not catch a highlight. Attention to accuracy wont help you if it doesn't show up in the final product. EDIT: blergh, olsson…
I just unwrap everything to two 1.0 squares, set a fixed pixel distance for the shell spacing (usually 8px, but depends on many factors). Then when I'm done I scale everything down to fit the default range. Then just set your dimensions under the Snapshot options and render out the UV map.