UPDATE : but i have some problem with lighting . when i turn it out to " lighting only " there is some shadow on my buidling but when i turn it to normal mode i think is called " unlit " i don't have those shadow , my building have 2 channel .. i change some parameteres on building i found it .. i active light map res and…
So swap space is Max talk for paging file. I had the idea that disabling the swap space/paging file was better cause some tuneup software I use says that it's better to disable it for PC's with more than 256 MB of RAM (which is pretty much any PC nowadays). I dunno how accurate that is but if you recommend enabling the…
some points that were mentioned to me that would aid in discouraging the use of this method are cases where the vertex color channel is already blocked for masking effects like strand movement or in the event where the mesh needs to be reused on different characters in the same scene but you want to have unique haircolors…
In terms of texture sheet here I would have done a 512 for all the detailing (the whiter rims around hard edges, the splats etc) and then a tiny 256 that tiled for the actual "material" of the texture. And in terms of the actual cliff, I'd model the larger geometry (actual cliff face) in zbrush lowpoly, then detail it for…
Texture is a 512x512, but the issue showed even on a 1024x1024. I was actually going to take a screenshot of the issues I believed TC_NormalmapUncompressed would cause on my model and... it actually worked as intended, beside the resizing of the texture (as the original 512 became a 256). But still the problem stands in…
Addressing the range issue - I may be wrong and I would be interested in hearing the reasons but if you ARE using 0-255 values for a 8 bit texture map you cant possible tell me and have me believe you that the entire world of reflective materials can be represented with those 256 values. Perhaps those variations are more…
Dynamesh is size dependent so no magic number here .rule of thumb keep it as low as it give you barely enough poly to model what you need I will work for the most part on something low like middle one and when I am happy with overall shape then crank one up for smaller details like the 3rd one If second is 128 , 3rd is 256…
Here you go: As you see, the walls are one solid mesh, I did it that way so I could get the insets for the doors and windows. I didn't spend that long unwrapping it since I was going to vertex paint it (can't vertex paint BSP as far as I know). The lightmap is basically just the unwrap copied over to channel 2. Probably…
Blizzards are masters of extremely low polygon art. If you want to impress them you're going to have to reduce your polycounts significantly and let your textures do the work. If you're looking at WoW that'll be diffuse only. Heres a good example A sword not dissimilar to yours. I would suspect the polygon count is around…
Jagged edges fixed! Eric was right, tiling the repeating section of the normal map (at a higher res) worked perfect. I guess I was just trying to jam it too small of a section. Im still wondering though now, can you tile a specific section a map. If I have a 1024 map, and I want to tile a 256x256 section of that map, is it…