When you're working that small especially, a single pixel's worth of data is very important. If you scale down everything is going to get blurry and lines that should be 1 pixel wide become 2 pixels wide and it all goes to hell. If you're making a HUGE texture scaling down is not a bad (although I don't like it personally)…
UPDATED images with extreme case scenarios. While it's rare these will be visible, there are projects where texel density is too low and they become an issue: Your browser does not support HTML5 video! https://i.imgur.com/qfh0HVk.gifv Your browser does not support HTML5 video! https://i.imgur.com/YeUoh7J.gifv Your browser…
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…
That might be too problematic to do. The filesize alone is 300MB+. Thanks for the offer though. I have found a work around by rendering out multiple maps so the bad pixels change and then using Photoshop remove the red pixels and fill the holes with the maps that don't have a red pixel in that position. Not practical if I…
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…
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…
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…
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…
If you want to increase the strength of the normal map, a quick way is open it in Photoshop, duplicate the layer, and set the duped layer to overlay. It will double the strength. Do not go too crazy or it will look jacked up. Edge padding is for mip mapping, or more specifically to fix the issues caused from mip maps. When…
Hey there, welcome to PC. Context, I'm not sure what kind of game these would go into, what engine you would use or how important these objects are to the overall game. Without that info its kind of hard to give a critique. Also make sure to count triangles not polys. The crate: - There is a lot of similarity in the…