Is there a quick way to toggle filtered/unfiltered textures in Max? I like to work with the textures unfiltered. It just helps when painting low resolution textures... it really lets you see what your pixels are doing. It helps when lining up UVs, too. I can turn it off by going through the viewport preferences... but is…
hi, i made an emissive map in my material and masked out the emissive areas by an ID map. (material is used in UE4) when double checking the masks by copying them into a new file and use levels, i can see that they are 100% clean. however, when i export the flats and double check the emissive by leveling it to high…
You want to be way more precise in your description of all this, as the way you are showing it in this screenshot makes it near impossible to tell. You seem to say that this half-arrow texture has the asphalt in it - but that's unlikely to be used that way in game, as an obvious texture seams would show up along the edges…
Yes, I have a guess. In most cases, a texture is first filtered by most renderers (also viewport renderers) before it is mapped to the polygon surface. This is to achieve that the individual texture pixels (texels) are detected less quickly. This texture filter mixes the color values of the surrounding texture pixels. What…
Only to clarify: Hard or smooth highpoly doesn't matter other than that the visual change in it's surface will be transferred to your lowpoly. What matters is that within one uv shell on the lowpoly you need that entire shell to be in one smoothing group, or soft edges. The lowpoly you export to engine needs to be exactly…
Kite/vertical, that's an inefficient amount of maps. You only need a few good ones: AO, Top-down/lightbake and Cavity. Pior illustrates how less is more in his thread (also how to make the cavity maps): http://www.polycount.com/forum/showpost.php?p=1945484&postcount=63 I've used Knald, Crazybump and Xnormal photoshop…
This is more of a personal opinion(I'm a student in the same boat as you), but I'd say leave out the in game camera moves of the first two, as it seems redundant and the lower quality brings down the quality of the whole piece. The subway one at the end seems the least strong to me. Not entirely sure why, but maybe its the…
Definitely post in the freelance section..and ask for some quotes Doing package quotes is awesome....but I would get a feel for the artist before you put all your eggs in one basket Also, What PyrZem said, what kind of detail are you looking for...You looking for stuff that you can use for promo shots/loadout screens...500…
Color IDs are created per poly selection: Make a selection and add a material to that selection using whatever color you want and make sure the diffuse is set to 100% Continue making selections until your model is complete. To bake a color ID map you need to add (in the shader tree) a Diffuse Coefficient render output and…
my workflow is pretty much the same as Bartalon. after I do the auto layout so all shells have same pixel density I re-pack them manually in as small of UV space as I can. For instance instead of using full 0-1 space, I'll use 0-approx 0.85 UV space depending on the model. Then once I'm happy I'll scale everything up to…