Add an Editable Poly modifier if you haven't already, select the Polygon subselect mode, and look for Polygon Properties (I think). It's a grid of 32 little buttons, underneath or above it should be a button that clears your smoothing groups. You can then select individual polygons and assign smoothing groups to control…
Weird thing SD once allowed same -1 to 1 idea in 32 bit full floating which I considered pretty logical and convenient math wise . Then after one of updates it started to clip anything beyond 0-1 in viewport shader . Am I missing something?
I have added more sides (32 sides) but it didn't help much. Reducing the cilinder in the high poly model (to adjust it more to the low poly) helped a little too. Touching the normal baking parameters didn't change anything. Maybe I should just ignore it as you say.
Depending on the size of the mesh in the game and how you're engine compresses the mesh (16 bit vs 32 bit mesh precision) i would say open edges are _definately_ prone to causing visible seams in most engines that are optimized for low memory consumption of geometry on memory limited platforms.
well for speedtree i have to save as 32 bits to keep the alpha part of it but i think for this project i am on the programmer will tell me what he prefers, i refered him to super png so lets see what is best before i start working on textures
I don't think RTT works with alphas, I've seen people setup an orthographic camera and specific light setup for normals and other map types. These threads may be of help: http://www.polycount.com/forum/showthread.php?t=53374 http://www.polycount.com/forum/showpost.php?p=826598&postcount=32
I was 24 when i started with level design as a hobby (only some brief experience years before). Learned modeling when i was like 26. First industry job as a level designer with 27. Only started to be a full time 3d environment artist a year ago with 32.
Ok that makes sense. BTW, your sacrum isnt fused until around 32 years of life (but yes, for all intents and purposes it could be seen as one unit for animation). Not sure on this part, but I think it can also slightly spread just a little during childbirth in younger mothers.
Just tried it with grayscale 16 bit depth psd from Zbrush. Nothing like that. Pixel values stay same. But it seems turn 32 bit floating point depth exr to 16 bit one when saving it from Photoshop so something weird is still happening. Affinity Photo doesn't change a bit in comparision
Well magic number is 160, 192 (add 32 or 64 on top of 128) or just go with 256 high walls and fill the area with trims, pipes , natural coverage etc to make ur environment look bulky or fill :D . even without that 256 is ok for average envirnonment you can go as high as you require.