Following link is a nice comprehensize overview of the huge performance gain you get by buying the largest ssd capacity you can afford. http://www.tomshardware.com/reviews/m4-ssd-capacity-comparison,2957.html They come to the conclusion that 128 gigs represents a sweet spot for price concerns. When I chose 256 gig model…
Thanks guys. I can see how this is basically a simple formula, but I'm still not sure what or how to calculate and apply it...... the object I'm building and texturing is a static prop (vehicle), it's dimensions are: length:512 units (1 unit = 1 cm), and width and height both: 256 So the object, at 512 width x 256 height…
Neat challenge! I'm thinking of participating. I've got a few questions about the rules/specifications: 1. Is the use of vertex color allowed for lighting/shadows? 2. Is a per pixel gloss map allowed to complement the spec map? or is that too high tech shader wise? 3. Can we breakup or combine the two 512s worth of…
Awesome! Thank you! I had also work with a specular set to 1... don't know why I had it messed with there. >.> <.< But that was pretty much what I was looking for. I was even starting to stumble across it myself. Because I noticed in Marmoset it also controls the reflection blurriness. At a gloss of 1 and gloss value of…
seems wierd that everyone is bent out of shape over 256 points of pressure. My tablet PC has 256, and it runs like a dream. BTW, isn't it nicer to make thing look a little impressionistic over purely gradated? In fact, most of my brushes I turn down the pressure sensitivity, and create a little more visible brush strokes.…
Hi all, I've been experimenting with some technqiues for making titale textures. I have made some square tilable textures using boxes and offseting them 256. This works well. To see/test if the tilling works. Now I have bricks that have been placed on the grid (16) and vertex snapped to getther. Only these bricks are 45…
This tank from the first link (Ben Bolton) is so nice, thanks for digging this up ! Reading up on it agin in his original thread , he is achieving this look by baking from very simple highs and then scaling down the resulting textures by a factor of 8 (from 2048 down to 256). Really inspiring work.
I am trying to wrap up the loose ends in various tools in Wall Worm. Almost all of these functions that are left to finish involve UVW... and are stalled due to my own poor math skills. One dilemma is that I do not know how to create UVW coordinates that correctly account for a texture's individual coordinates…
Oke, I tried changing it to 256/512/1024 and the sizes of the boxes to 16/32/64. It works for all the patterns except the 3:1 herringbone ones. Since the length is 3 times the width, they are 48 by 16. If you divide 256 or 512 or 1024 by 48 it'll give a result with .333 or .666 which will make it impossible to make it…
With this first model I was mostly concerned with with my ability to shade things properly. I might bring this down to 256 x 256 but decided to leave this like it is and make it a unique texture. I'm still working on the texture. I have yet to add any overlays or anything of that nature just working the shading mostly. The…