Hey, nice job explaining that, EQ. Though I think that it's probably best to put the texture that will scroll on it's own separate sheet (like a 512 x 128 or something). You're gonna need two drawcalls at least anyway, as you don't want to scroll the UVs of the rest of the object.
Thanks for the answer, i have tried to create an UV from the static mesh viewer with default properties and then set the light map coordinate to channel 1 with 128 of resolution, in the finish i have builded the light with "Production" quality. This is the result, the process is fine or i have forgotten something? EDIT:…
Yeah, in Photoshop change Image/Mode to 32 bits per channel, and you got yourself a 128-bit image. (32 bits * 4 channels) I don't know if we will ever use them for games, but apparently the extra bits are used for storing intensity and other information: http://en.wikipedia.org/wiki/Deep_color
So how well will the pro 128 gig handle Photoshop and 3ds Max (and I guess Unity and Zbrush)? Wouldn't mind a portable workstation like that. Seeing as you can pretty much double it's capacity with a microSD card (good way to store project files, too), if the system's capable it'd be pretty cool.
I remembered this from our old project. Man, the new verision in UDK is quite a bit sharper than this but at the time, this was pretty kickin in UT2k4 when we did the test runs. got roughly 65-75 fps on a 128 mb Nvidia agp. on the old 600 PIII. Man this takes me back.
Edge padding requires two things... An Alpha Render Output (there should be one in the scene by default). This is what it keys the border expansion off. And the padding to be upped (defaults to 3 pixels) - that's in System > Preferences > Rendering / Final Rendering > Bake UV Border Size... you can set it to something like…
i would go 72 dpi. but make your res something divisible by 128. for most of my textures, i start painting at 2048 x 2048 depending on what im working on. if it needs to be scaled down then thats no problem, but usually i just leave it. most games nowadays use 2048 textures.
miauu's Script Pack ver. 1.8 is available. Changelog: New Script: Hidden Polys Manager - extends the built-in hide/unhide polygons functionality of 3ds Max. It allows you to hide or unhide certain part of the object. [ame=" https://www.youtube.com/watch?v=aqmSKj3WEMM"]Video demonstration.[/ame]
Vertex book has some great tutorials about hand painting. Download it for free. http://www.artbypapercut.com/ Check these links too: http://www.polycount.com/forum/showpost.php?p=1515379&postcount=170 And finally, take a look at Dota Texturing guide:…
I would join you any day :) . Sweden is one of the happiest places in the world! According for Forbes it's #4: http://www.forbes.com/2010/07/14/world-happiest-countries-lifestyle-realestate-gallup-table.html My two mother countries are between #115 and #148. :( . Canada is # 8, nice.