Hello, Just a quick question to be sure- I want to use pure albedo map with no influence from albedo color setting (I find it weird it affects the color even if the map is used). What's the correct way/value? is it rgb 255? Thanks
Is this in the reverse? Create a lowpoly, then use this: http://area.autodesk.com/gdc2011/sculpting?KeepThis=true&TB_iframe=true&height=520&width=840 To create the highpoly base and then create a normal map from this? Interesting or at least this is how this tool can be used, maybe.
Running CS 5.5 over here, and it's not very different from CS5. No problems with the UI whatsoever. Maybe reinstall the Suite to see what happens? My only complaint about the Suite UI is that everything is so small button wise. rob
http://www.gametrailers.com/gametrailerstv_player.php?ep=61&starttime=575 AVP gameplay. Graphics look quite similar to the older games... not sure if that's a good thing for gameplay reasons or bad because its been so frikin long since the older ones.
Weird, Daz, I remember using PS 5.5 with my old Graphire and only had that problem when drawing really huge strokes really quickly... most of the time it was fine. Maybe try checking for brush spacing options or something?
I've got the Corsair HX550 (or 520? something around the 500 Watt mark) and it's totally silent, even when gaming. My old ATI graphics card fan used to do a similar thing, though.
Hi, I made a substance in Substance Designer 5.5, i exported it in SBSAR to view the result in Unity but i have some problems about my shapes :-( here are the visuals i have in Substance Designer and Unity. Hope you can help me to solve this problem! Thanks! :-)
Sure, if you hate dosh. (Skyshop is $125, Toolbag license is $59) If you're going to be using Skyshop anyway then that's not a problem, but otherwise you're going out of your way just to avoid a (seemingly unlikely) problem in the future.
Nice work. Would like to see some reflections on the glass parts of the windows. Simply place some clouds in the sky to make variations and generate an Environment map for the glass via it's material and set the glossiness to 255, voila.
I think the problem is caused by white background in normal map, probably caused by alpha. Those white stripes on dilated edges give those shading problems, 127 127 255 color background may fix this.