Exactly. Engines Mip in powers of 2, so try tI have your atlas divided more evenly. Ie, have every side of every atlas element a power of 2, so 64, 128, 256, 512, etc. I wouldn't reccomend atlasing in thirds like you seem to be doing.
Cessna 172 Interior cabin is completed and shipped off to be rigged up for flight! Interior model came in at 2,870 polygons. Here is a webplayer preview and a link to the site with more information on the project. Webplayer: http://dl.dropboxusercontent.com/u/16956434/LowPolyAircraftPack/Webplayer/LowPolyAircraftPack.html…
I'd pick 128-250gb SSD over 16gb of ram for photography. Raw photos can get pretty large and slow to move around and open, being able to open Photoshop in a few seconds is really nice, and a photographer shouldn't be making massive PSD files like video game artists do.
Made this sandbag wall before I know how to bake. Went back to day and tried it on one of the bag. Note that the baked sandbag uv was made really quick just for testing, same goes for the texture. Will be remaking this sandbag wall model :) The regulare sandbag contains 104 Tris compared to the 128 baked.
Only because you can avoid that step altogether by creasing/subdividing, and also since polish by features could melt details else where unintentionally (which then requires you to mask carefully etc.... see where I'm going? 😁) Not to mention you want to have a very established silhouette. No amount of polishing will give…
3D Max 2012 How do i make a specular map? i've already tried doing it on a object with its AO already applied but it resulted with a black map even when there is a skylight in the scene. the specular settings where essentially the same as AO map just rather than an ambient occlusion with metal ray in diffuse at 128 but…
Hey Guys, I ran into a bug with the mask ID editor. When I right click on the dynamsk in the DDO layer window it opens the ID editor. When I click on the ID I want to select DDO throws this error. I am using 1.8 and Photoshop CC, if you need anymore info just let me know.
So, I am at a bit of a loss here and was hoping somebody here can help me. PROBLEM: When I am creating a control rig in UE5 (new feature) I am unable to get the IK bone chain to work properly. No matter how many values I mess with in the Primary and Secondary bone options, I can not get the bones to line up. I have been…
It's the way computers convert something into an integer by default, 0.9999999 converted to an integer is still 0. I already mentioned it above but will do so again. With unsigned normal maps there is no 90° tangent value, only 90.35294117647059° which is 128 and 89.64705882352941° which is 127, smack dab in the middle of…
Parallelogram 7.8 5.1 2.2 Midpoint 4.1 6.7 2.2 Bisect angle 3.3 2.6 2.7 Triangle center 10.5 1.8 5.6 Circle center 1.4 0.0 1.0 Right angle 0.8 4.8 1.1 Convergence 2.0 5.1 3.6 Average error: 3.54 (lower is better) I got a 0.0 on one! Yay!