I am trying out 3dsmax 2014 viewport canvas( really nice tool). Battled with the uv seams for a while, before finally solving that. Problem is I noticed the textures seem high res when painting but as soon as I exit the paint tool by right clicing, the textures become low res and jaggy. I tried increasing the viewport…
Hi, today I release my last research in ue5 for geometry scripting. The goal was to create base shapes for fast level blockout only in ue5. All scripts are modular. Converted "meshes" or "level packed actors" can everytime updated with source script. Additonal contains the project new grid texture (meter & pixel) for…
You are correct in that there is a trade off. I would probably try both in your shoes just so you know what the result is on each way on that particular asset. Some times it's worth doing imo. Both because you can do more with less pixels if the edges are straight, and because you probably end up with more texel density…
I've decided to change the Environment maps to Lys's GGX pre-convolved Cube Maps. There are several advantages, the reflection blurring is much better. There is a large gain in performance and quality when compared to gaussian blurring the reflections in the pixel shader and a huge gain in quality with the same performance…
The seams between the tiles looking very big and unnatural. Normally they nearly 0,5cm thick but in your picture it looks like more than 1cm. The tiles alone are okay but the overall impression with the very dirty underground and the very detailed tile edge gives me a "wrong" impression like bad pixel resolution. Maybe…
Hey Add3r! Is the seam on the wall you refer to the blue line? I think its a stray line of pixels if so, I will get that cleaned up :) . As for the chair I think its just the odd shape of the mesh that looks off in this lighting, also I may have left it as a hard edge as you say.I'll do some cleaning up and look out for…
Thank you, they will be uniquely mapped on shared texture sheets, probably 1024s with mass amounts of parts on each. They only need like 32^2 - 128^2 pixels each to get the look so putting a bunch on one texture is still cheap to load and makes it faster to do. Probably going to be metal / rough since iirc that is how…
Hey, thanks for the answer, yeah I know this is just a crazy idea mostly when you already have an attribute to control it but yeah I just wanted to explore possibilities, I'm thinking that maybe if there's a way to check the brightness/darkness of a pixel on the object/texture it would be possible to control the attribute…
Outlines... Cel-Shaded, is when the pixel shader itself on the model is doing all the extra work to get a look which cannot be replicated via mesh or standard Lambert term, and it creates this 'gradient' or stepping effect. You can have a Cel-Shaded model without Outlines. The only reason people still associate this with…
What part are you having trouble with exactly? Importing a model is as simple as file > Import > Model for Per-Pixel Painting. If you want to hide a part of your mesh I'd recommend breaking the mesh up into parts and naming them properly before importing to 3D-Coat so you can just toggle them via the 'Paint Objects' panel,…