Eh, for Fang you could make sure the edges of the single quad and the edges of the rest contained only flat normal information (128-128-255 signed unsigned, whatever). The area with the seam must remain symmetrical on both sides of the model when baking. Within Zbrush storing the symmetrical shape, modelling the asymmetry…
I had to use it in a PS2 engine, which was of course fixed pipeline. Ideal texture size on ps2 is 128*128 4bits (16 colors) and the engine used a subdivision terrain system. Everything was modeled in quads and subdivided on the fly (with nifty low res displacement maps, which was very nice at the time). I guess this is all…
I looked into how normal maps actually worked, I knew they were a vector but needed to know which axis each color used. Found out that blue is Z and should not be below 127. Now since the paint would dull the normals of the wood I went ahead and added a levels layer mask that brought the red and green channels closer to…
I initially made my landscape this size: 127 x 127 overall size (vertices) 63 quads per section 4 sections per component 63 x 63 component size (quads) 4 (2x2 components) total components which is pretty much one of the smallest sizes cuz I thought my environment wouldn't need to be too big. But now I'd definitely like to…
Art Director Job Description and Responsibilities: Nest Egg Studios Inc. is seeking an Art Director who is a self starter, willing to bring passion for infusing and inspiring artistic vision into our upcoming mature MMOG demo. As the Art Director you are responsible for the role art plays in our game demo. You assist the…
I'm having some trouble with my lighting / light maps. There's some seams and weird lighting artifacts. Everything is snapped to grid / perfectly aligned, but these things keep happening! Lighting is at a production level too. Any help? And they only happen on certain walls. Lightmaps are at a 128 at the moment. I've tried…
Cheers guys. Bedrock: Yeah I see what you mean. It's baked at 128/64, just a nrm to help control the smoothing. I've baked at 256/128 and added in a gloss for some dirt and scratches (it was too low to have them before) and it's looking a little better. Also the middle bit of geo was only 40 odd tris and, while it's not…
Since there is no created data on the first renderable frame (frame 1 in this case) then no content will be rendered. You either need to slide your animation to frame 1 and export or change your frame range to begin on the frame the geometry is created (in this case) 2-120 for your cached export. We'll look into this…
You're going to lose a lot of that deatil when you drop this thing on the PSP. Unless its very large on screen its going to blur out of existance, particularly given how ridiculously huge your texture map is. First thing I'd do is hack your texture down to 128*128 at the absolute most. Large textures will blur nastily on…
Oh, nevermind that ,it is OK :) A more perfect solution is to rework the action so it uses a clean black and white render of the UVs as a base for the layer masks. Such texture could be easily created using TexTools Another possible solution is to add a layer style with "inner glow" set to the default normal map color…