if you want it to tile then each part of the mesh you want a full tile on, must occupy the entire UV space from 0-1. Say you want this brick texture to tile once on the top of each of your rampart bits. Each of those square pieces should occupy the whole of the UV layout from 0,0 to 1,1. You will have many stacked shells.…
Mark I listened to the same parts yesterday and yeah it would be easy to get around all this and I'm concerned with the overall bullshit that goes along with this like the loss of free speech, more govt control, etc. What is there to prevent someone using clips from say Alex Jones, with the Occupy movement, other news…
so i was working on this piece here and as you can see, the walls all have dfferent texel density. How would I turn them into a consistent texel density. I am also very unsure about how to uv unwrap longer pieces inside 3ds max. I know like a square 1x1 wall should occupy the 0-1 space but what about a 2x1 or 2x1x3 wall ?…
Hey guys thanks for the comments, been a bit occupied so the update was slow but now I'm back in gear. Made some tweaks to the images, see if you like it or not and as always, comments and criticisms are always welcome! Removed fog from indoors. Added cobble and rock piles around the level so it doesn't feel as empty as…
+1 for sharing the model, faster than guessing :) But guessing, I'd point to overlapping UVs too: unless offset, the additional geometry that's generated by the solidify modifier will occupy the same UV space as the original geometry, ergo will bake to the same pixels.
As it happens, I've seen examples of theoretical next-gen renderers that make use of Ptex or Ptex-like solutions. UE4 uses no static lighting, but I have concerns over the performance of a voxel based GI system - it is not going to be cheap at all, since it's borderline raytracing. There are plenty of decent solutions to…
Hello everyone. I have questions in regards to duplicate meshes, baking, and uv mapping. I'm wondering how you would approach this situation. Let's say, for an example, I'm working on feathers for a model and I'm copying the mesh multiple times to form a wing on a flying creature. How would you handle the baking process?…
In blend file I've attached above I'm using 4K texture, so there is more than 2 pixels space (actually there are at least 10 pixels between islands). So I suppose the problem is not in pixel bleed? I will double-check that. Actually not every face is mapped to it's own UV island. Here is a screenshot with bigger margins:…
I have to say that whenever I talked to the render programmers where I work abt real time GI, they always kinda cringed at the feature. Mainly because... it never really works well. Its SUPPER expensive, and always requires dropping a bunch of processor power to execute. And even if you can get it running at over 30fps at…
Allrighty, finally getting back to everyone with some more helpful information: First up, the normal map is tangent space. Also, here is a general breakdown of how/where I split the UV's; the lower/back end is the entirety of the lower section of the map, the upper/mid/torso section occupies the upper-right edge of the…