Sorry to bring this up again, but couldn't help read the entire page after checking the awesome GDC video and noticed the per-pixel/per-vertex discussion. Could someone confirm for me what is the correct operation for Marmoset? I.e if Marmoset does things per-vertex in the vertex shader or per-pixel in the pixel shader…
looks like your lightmap might be too lowres which means there is not enough pixel space to describe what's going on. another probably cause is the pixel density between the door and the wall is different. try a 32x32 or 64x64 lightmap. if that doesn't work try to unify the pixel density between the door and wall. also…
Your shapes appear to be way too sharp, like Ged said: use larger bevels. You might also get nicer results by aligning the the mesh to be straight along pixels, though you'd get a bit of stretching. As for the higher resolution giving more pixelation, I think that has to do with the low res texture being filtered/blurred…
I'm pretty sure that's not possible. The only way to do it correctly is through a post-shader. It's because you need to compare a pixel with bordering pixels, something that can only be done when sampling from UV's, which is obviously not the way to go. In Zbrush they do everything on CPU plus they can work with vertices…
Wow this thread is all over the place. shadow mapping is not light mapping/baking. A shadow map is just a depth map of a scene from the perspective of a light. when you render a pixel you translate the world space point into the view space of the light. sample the map at the x,y values and then compare the z against the…
UV size count with pixel unit, mesh size in meter (or centimeter, etc) so there's no way you can count centimeter in UV space as it's all also depends on your texture size (which is in pixel as well). The relation between the two (UV and mesh) normally counted with pixel/meter, so you can set whether you want 512px/meter…
Well, at that resolution of course they'll be pixelated. They're only pixels, after all. If you zoomed in on that image and looked at the green and red channels each on their own, you'd see that it's nowhere near as smooth as it appears at first glance. The only way you're going to get "less pixelation" in this case is to…
Ideally you want the triangle to occupy a set of 2x2 pixels at its smallest like the image on the left in the grid was one grid size larger. If the triangle only occupies a sliver of pixels whose area is not a 2x2 square it causes overdraw like the image on the right. All red pixels are considered when drawn which causes…
I suggest reading this article to see how to align your UVs at the right texel/pixel : http://www.worldofleveldesign.com/categories/udk/udk-lightmaps-02-uv-techniques-and-how-to-create-second-uv-channel-in-maya.php The lower the resolution, the less pixel you will have, therefore you will loose in precision. If your UV…