Ya I guess the food sanctions on Iraq were worth it (150,000-1.5 million civilian casualities), or what about the invasion of Iraq (anywhere from 150 thousand - 1.5 million civilian casualties).... Totally worth it. I'm sure all those now murdered by either starvation or bombs would probably disagree with you. Not to…
It could be a gamma correction issue, you can check by applying a texture flooded with a 128, 128, 255 red-green-blue color. If there is still a discernible seam it is most likely gamma correction doing something funky. Gamma correction is confusing to say the least so here's some official documentation on it…
Once you've got these bad boys done, I can help you get them into Source with all the updated shader stuff if you like. You'll need a normal map with the spec map in the alpha channel as a bare minimum (the normal map can be completely flat, just a fill with 128, 128, 255 is fine), and the diffuse map as well. You can also…
You should turn off texture smoothing in the max viewport to get a more accurate representation of how it'll look like on the DS. As for textures, yea, most DS games dont use 128, 64x64 is more reasonable. The DS can only hold 32 64x64 textures at a time, a 128 would eat 4 of those 32 slots, meaning 1/8 of all your texture…
so I was having the same problem with my ivy and found a script that adds the normal colors in the diffuse slot and then set the self illum to 100 and render with your normal map with a ortho camera. Pretty much the same thing that ben's tutorial does but without the light setup. you can find the script at scriptspot.…
I had a reference from deviantart for the base model which i made myself :D ), and ive been using some random stuff from google images (lol) for inspiration, but no real reference at all. Blender tells me that its 12k vertices, but i have no idea about the polys (and i don't remember much about geometry schtuffz :P) found…
I'm not sure how amount of tiles can affect size of the stones. Its all about finding proper scale for UV chunks. Scaling them down will make stones look larger, and you still have other benefits. The only issue here is texel density. If you scale down UV chunks too much, texture will appear as lowres compared to nearby…
Those links are coming up 404 for me. 126/126 is slightly off so you'll get a slight seam there! Also this seems like it could be an issue with edge padding and mip-mapping. Make sure you have a wide padding berth. If you're baking with xNormal it defaults to a huge padding spread so that shouldn't be an issue. Post a…
Well, there are no standards for normal maps so you can't really say what does what. A quote I just googled up from blender's homepage. So if your implementation only uses 128-255 then normalizing something that is off the scale would most likely push values below 128 and get you into the minus range. If it uses the full…
Anyone else going this year? Would love to buy you a beer! I'll be presenting our working group’s latest work on the industry creation guidelines. glTF & 3D Commerce: Unlocking New Possibilities for Real-Time 3D, at the Fairmont Waterfront, Wednesday 10-noon. This is a Birds-of-a-Feather, one of the best ways to talk shop,…