Hi polycounters, I'm finally creating a thread here for progress tracking. Here's a a small introduction: I'm 32, working full-time as a senior software engineer. Recently I've started learning digital sculpting in my free time. My goal is to switch to game industry career in couple years, thus I would really appreciate…
If I'm exporting the texture by itself in .tga 32 bits, then all the tones match in ue4. However, if I try to export it as a part of a combined texture mask where each channel is used for a separate texture, then it gets darker than corresponding channels in photoshop. I'm not sure how to fix this.
Alright, so I bought Ipackthat and ran my mesh through it: 32% wasted space according to Ipackthat. What should I do in these situations? Just go back in and scale up more important parts? Give unique UVs to some parts on the other side of the mesh?
I use a 27" DELL (2560x1440) and after a few years of use I'd rather have two or three smaller 22-24 ones, or go with a very large 32 inch 4K. A 27 takes up a lot of space and isn't that much bigger than a 24 inch.
GA house a shoutbox typed deally which can be observed here. http://www.gameartisans.org/forums/forumdisplay.php?f=32 Looks like sensible arty discussion in there at the moment, so presumably these can work well enough in a community like this if we felt so inclined to implement one.
Hmm could bound a shortcut key to mel command like this: float $gridSpacing = 32;float $gridDivisions = 1;float $gridSize = 2048;grid -size $gridSize -spacing $gridSpacing -size $gridDivisions; $gridSize would be the length and width $gridSpacing would be grid lines every $gridDivisions is the divisions.
not there anymore -> are you sure you still run in dx9 ? In dx8 or opengl/heidi it would disappear... maybe it was reverted somehow. also not sure for dx, but in opengl when windows is set to 16 bit, hardware acceleration is disabled for most top cards, as they require to run at 24/32 bit.
im on 8.5 with vista, no problems here but I'm using 32 bit. I got the impression there were some compatibility issues with 64 bit vista although I haven't done any research to back that up edit: and I mean issues just in general not neccecarrily maya
nns_tga covers the whole lot, from 4-colour through 16, 256 and onto more-or-less full colour, and a compressed texel format that gives a smaller size than 16-colour but allows you to use more. Also has support for 8 and 32-colour alpha
I added a 32 pixels texture with the base color of normal maps and it fixed that. I'm getting another problem now. It looks like there's no smoothing groups on the hair piece only. One thing to note is the hair pieces are the only parts that have different smoothing groups as you can see in the 3ds max viewport: