Adjust perspective camera near and far clipping plane parameters in attribute editor. The "pattern" is because clipping plane values are too far apart. Think it like what happens to gray scale gradient if the length of the gradient is longer than 256 px.
Ive got a clamped 512 x 256 texture and that shader stretches it so that its square. I guess we can only use square textures here? also it does not auto resize with the screen, not sure what is still missing here.
An option you might consider is a tablet PC. I love my Gateway convertable I think the model is gateway CX141. It has a wacom pen and it is a dream to paint and zbrush on. It ony has 256 levels of sensitity but it is more than enough to sculpt with.
soft crappy skin wip, crappy because i'm crap with creativity, so i just try to paint simple muscle instead. one 256. should probably tweak the head a bit because of the jaw, maybe add a couple horns as an extra
Evening! Today I made a tiny bit of progress in modeling the bar, set up a floor texture with Quixel Mixer and a hint of lighting. Cheers! Artstation thread : https://www.artstation.com/contests/untamed-when-animals-ruled-the-world/challenges/156/submissions/66095
Video http://vimeo.com/14920809 [FONT="] 2496 tri - Body[/FONT] [FONT="]548 tri - Shield[/FONT] [FONT="]573 tri - Weapon[/FONT] [FONT="]256 maps -hand painted textures[/FONT]
What are the current average specs for environment textures? For instance, I've worked under a 512x512 max and 256 pixels per meter specs for a while now - are you guys doing 1024 per meter, 2048... *cold sweats* 4096?
The textures are very flat. There is hardly any lighting information, no color variations, just some matte colors. Check this tutorial out by Jfletcher; http://imageshack.us/f/156/painttut.jpg/
So, assuming that this ends up as a typical 128/256/512x6 size cubemap, resolution probably doesn't effect the quality too much, but what about high dynamic range?