Thanks a lot for the update. Any chance we could pls save out final channel packed image as 32 bit tga? UE4 has issues with png and maps loaded in alpha channel.
Hey let me know what you guys think! I'm starting look for a job in Edmonton and Vancouver next week, and hope my website is up to snuff. www.trevortang.net Reel Low 17 megs High 32 megs
But i love big boobies :/ but i understand where your coming from, heres something that was made here that should make up for it. http://www.polycount.com/forum/showpost.php?p=908719&postcount=32
The weird artifacting in the last shot looks like it might be from a Light Map that is too small. I believe the default is 32, you should try bumping it up to like 512 for something of this size.
True, I've seen some OEM versions around that are £30 cheaper but dont have both 32 and 64 bit versions on the same disc. Should have mentioned it. Don't buy the OEM version!
Very good point. I thought it would be better with geometry since I'm working with a small texture I'd have to increase the UV size for the plane to get no pixelation. Its about 32 Tris
Yep, absolutely the same issue. Btw if you bake your maps in Toolbag, 8bit normal maps are dithered by default (though you can also bake 16 bit and 32 bit as well).
dude the main cylinder should have a number of sides divisible by 5, to better match up with the 5 chambers. You're just making it harder to add the recesses on the sides later by using the default 32.
These two lines will do this. I'm using filterExpand as a selection mask for the active selection in this case. string $faceSel[] = `filterExpand -ex 1 -sm 34`; string $edgeSel[] = `filterExpand -ex 1 -sm 32`;