Wii textures are usually compressed (from TGA source) because the memory is very tight on the Wii. You can find some Wii texture info here. Also here's a quickie rundown of the most popular formats... CMPR TPL is the most common for textures without alpha. It's a lot like DXT1 compression, in fact it's a very close…
windows, 3.0 beta (git 25ecbaf) - created new images and went file -> create template from image and let it make a new category for them. now all the original templates are gone and mine don't seem to exist. throws can not find file error upon selecting them, program crashes - assigning hotkeys - the program checks if the…
Time for an update. I've been playing around with different textures for the main body. It's been a real pain to get the FDE color correct. The different color spaces in Designer and Painter made it really difficult to get the color down. Luckily I found this tool which will convert a regular RGB (0-255) to linear RGB…
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…
It was my understanding that ao from MR in 3ds max is quite broken and or very ugly results when compared to scanline renderer.I''ll also set samples in rtt to 220-256 range. What I typically do with ao for tanks/vehicles is to render with the base coat of paint instead of going for a ao /black/white result with nice…
I made some mini tutorials for verve here: http://www.taron.de/forum/viewtopic.php?f=6&t=2511 One example: Warping in verve can be super fun. Mostly if you turn on fluidity and the warp gets liquid. But sometimes you simply want this classic liquify effect from Photoshop. There are some rules you have to obey to achieve…
@Pmiller001 I literally just hand retopo'd it the best I could in Blender, trying to follow the form of the hair. It wasn't anywhere near easy or quick though, it took a solid 2 days and TONS of reworking the UVs. I tried using Zremesher at first, but it was just too much of a hassle to try to UV it and the result was…
That's... not a normal map. It's just 128, 128, 255 blue with the displacement subtracted from the red/green channels? If you want to make a normal map from a heightmap, go use something like nVidia's normal map filter, but it won't be as good a normal map as say high poly modelling the dartboard and baking it.
I like it but yeah it is damn slow. And i'm running a 120mb/s down 25mb/s up connection here. Doesn't only go for the images but also if you want to enlarge them. I'd also check your resume a bit. Not the content but the layout. You can just put the pdf and doc for download as is it's now showing twice per type what kind…