It's a specific technology that we hope to implement. Right now, in Krita all the editing is done on the original canvas which is then resized. With LOD strokes(the official name of the project) we'll first compute the preview on the image you see(often resized in case of large canvasses), and then on the actual canvas,…
Gamedev is correct. The main thing is that UE3 considers faces with no assigned smoothing group number to all be part of the same smoothing group. So if you made a box in MAX, selected all surfaces, and cleared its smoothing information it will display as hard-edged in MAX but completely smooth in UE3. To fix this without…
Why not simply use the Detach tool in Element sub-object? "channel or layer" ... These two words have specific meaning in 3ds Max. I think you mean "separate object" instead. You're detaching an Element into a new Object. "Channel" is used in Max for UV Channel (though it may be in use elsewhere too, less often). "Layer"…
This method should work for both GIMP and Photoshop: Take your normal maps into photoshop and duplicate the layer. Then go to adjustments and select the levels option. On your duplicated layer, turn down the blue channel in the out put bar (white side) down to 127. Once that is done then set the layer to overlay and there…
well if you use the path version of the uvs (which is what I do) it resized perfectly with your image size change. Just go to the path tab (its in there with the layers and channels) and click on the path. now go back to your layers and whneever you want to hide the path, just hit ctrl+h and it will toggle it on and off.…