«I thought there was a way to do this with gradient map dialog directly
but maybe not?» Most probably not. «Everything keeps steering me
toward using LUTs though. File>Export>Color Lookup Table to save one, and
Image>Adjustmnets>Color Lookup to load and apply it.» LUTs are not what I need. He just
saves all the adjustment…
Solution found! It is possible to render out certain colors by using the color lookup table (LUT) When using PS keep the basic texture (found on UDK site)on top of a screen grab of the level. Adjust how you want by using Adjustment layers and save it as .PNG, import in UDK and add the texture to Color Grading lookup table…
this is old, but i think the settings are good. you might also mess with texel lookup and mipmap lookup (not sure what they do). you should quit max after you change settings http://roller.student.utwente.nl/tut/texturesize/
We've been redoing our basement, so i took the chance to run cat5 to pretty much every room in the house! Now i'll have a little "command center" thing with hookups to every room next to the router in the new office.
Got a bunch of stuff going on Thursday, but could be down for a hookup on Wed. Could rumble with the GA 'guys' or do our own thing...whateves. Edit, also - guy strolling around with full sleeves (zombies and alice in wonderland) - and / or knuckle tattoos is me.
Hey there, thanks for taking an interest. The plugin provides tools to export decal atlases and trim sheets with customizable channel packing, and the decals mesh is exported along with the main mesh in an FBX so nothing is stopping you from importing the files into other 3d tools, like Substance Painter. As for the number…
I used to do palettes back in the day. Fun. 3ds Max viewport filtering is in Customize menu > Prefs > Viewports tab > Configure Driver > Texel Lookup (nearest) & MipMap Lookup (none). Scanline renderer's filter is in Rendering > Render > Renderer tab > Filter Maps (uncheck), also might wanna check Disable All Samplers...