yea decreasing the sampling makes the seam just a pixel thin, but its not the solution.. the thing is i export these from max to a game i am working on and the only data i am exporting are the vertices and uv coordinates.. and i still see the same bug in my game.. if i snap the uvs one pixel ahead it works fine.. but if i…
Uh, instead of a text wall I was going to write... I'm making low-poly models in Blender, and I'm relatively new to the whole 3D art form at all. I'm a long-time pixel artist, and as such I want to continue that pattern for my textures. I've UV-Mapped and unwrapped a model to a small texture of mine with the hope that it…
Unity is setup by default to 1 unit = 1 meter. http://wiki.polycount.com/CategoryLevelDesign#Units_and_Scale How you set up the UVs is completely up to you and the needs of your project. It helps to set a goal of how many pixels per meter you want, so you can try to maintain an even pixel density in your scene. Something…
The way I understand it is that any triangle is rendered 2x2 pixel quads at a time. So you if you have a long skinny triangle those 2x2 quads are going to hit maybe one pixel the entire length of the hypotenuse of the long skinny while overdrawing 3 pixels for each quad. Kind of like estimating a limit going to infinity.…
What is the deal with word, all I want to do is import a .jpg file and have it show up in my document at the correct size. This has bothered me for years, I insert the image and it shows up at some random larger resolution and looks blurry. And on top of that it claims to be at a resolution of 100% so there is no quick way…
Trying to figure out the textel density of the following. Texture is 2048, units are cm Using an already created model with textools I get 1458 pixels and 83 units. Im unsure what to take from this. Does it mean the combined square area of the pixels is 2952 without spacing? So should I be divinding 1458/83 to get the…
EQ has asked me to lay some programmer shit on you guys regarding texture storage in real time renderers, so here goes. Some common textures formats: * DXT1: 4 bits per pixel, typically RGB only * DXT5: 8 bits per pixel (4 for color and 4 for alpha) * L8: 8 bits per pixel, uncompressed grayscale * R8G8B8: in theory 24 bits…
Hi, i have a problem for which I can't find a solution. And my own experience with Designer is not big enough to solve it by myself. My project has the dimensions 512x512. I have (successfully) created the usual maps (PNG - AO, normal, curvature, opacity etc). In other programs the maps appear completely correct…
Have anyone ever managed to do cryptomatte AOV reader in SD? Is it at all possible ? If I understand it right Cryptomatter writes/stores somehow multiple ID color values and its weight into same pixel. I never managed to learn how further extraction goes exactly. My guess it should be using some range separation or…
The main goal is to have relatively cheap sort-free pseudo transparency. Anti-Aliasing would only "smooth" the geometric edges of triangles. When using alpha-tested effects for foliage/hair and whatnot all the "edges" are actually inside the triangle and therefore would alias (full pixel is either 100% in or out, not like…