Looks like a density issue to me. Especially if that is a square plane (in which case you may have more than a million points, but they're still scattered across the entire surface). Treating each plank as its own subtool would give you a lot more geometry to work with. That or you're zooming in the document rather than…
I don't really get all the UI hate...I've been using it for years now, at first it had a steep learning curve but then learned it fairly quickly. It would be great to see a per-pixel texturing solution rather than what it has now, based on the polypaint res...although how difficult this would be to integrate I have no…
there's definitely more than one issue being discussed in this thread. hidden vertices on a mesh are one thing and an unwanted side effect of features in max. but an entirely different problem and the one that started this thread is that vertices sometimes turn 1-pixel-small, making them hard to see and near impossible to…
i've been using more primitive hidden watermarks - i would add small watermark text with 1 pixel thick letters that's only slightly darker/brighter from background. but i can't see how this kind of thing could -prevent- an art theft. it's more like an additional way of proving that art was stolen, but if a theft is visible…
Hey :) It's looking good, by any chance are you working in Unity? In the final image, between where you have the spot light and the graffiti there is a noticeable seam down the middle. Now, I presume it's the same texture as the others, and I've experienced this problem before now and to fix it I had to do the following:…
I finished up the carbon fiber texture: I also yanked the static cubemap from FO4 and rendered it out to a marmoset friendly spherical projection in an attempt to better replicate the ingame lighting. If you want it: https://dl.dropboxusercontent.com/u/21161113/releases/mipblur_default_outside1_spherical.7z I just rendered…
Everywhere you have hard edges on your low-poly, you need splits in your UVs, and some space between those UVs. This gives the normal map enough pixels to represent the sudden change in direction. If you don't split, the normals are twisted suddenly as they cross that threshold, which causes shading errors. The Xnormal…
Just samll tip. In general the lower res texture, the less high-frequency details it should have. Simply because texture will be stretched on model, and small details start looking like giant pixel stains. The best way to learn when use what detail level is to constantly preview your texture on model. Yes it will take bit…
if it's for realtime graphics don't use UDM, its more used in the VFX industry. For realtime graphics draw calls and in this case compatibility are very important. Out of the box not many realtime engines support UDM, so why do you want to go for UDM? Here is my suggestion, go with a non square texture and waste less…
paint is based on the resolution you are painting at so its pixels. its not like zbrush which is based on polys. you wouldnt animate something with that many polys from mudbox, youd want to decimate it before trying to animate. i know zbrush has a decimation master and there are some other programs which do that. doing…