UV2 = each face has its own unique spot in the UV, so the lighting can be different & specific. Lightmaps are usually lower-frequency (less detailed than the color map), so the texture pixels can be quite large and still look OK. UV1 = you can overlap, reuse, and/or tile the texture to your heart's content. This makes the…
It helps to prevent lighting artifacts from occurring at seams. In particular this happens with mip-maps and even manual resizing of an image from the down sampling. Padding stretches the edges of your normal map outwards so when the image is down sampled it doesn't draw on 'empty' pixels which can cause lighting…
thanks for posting those flats! Are you worried about the bent body UVWs on the body of the Kriss? I guess you relaxed it out that way? I ask because I'm dealing with this dilemma in my own work: Relax to get non-warped UVWs, but get funny pixelization along straight lines. Keep it straight in UVW, and there is a…
fbx has the nasty ability to hide the actual values form you as it stores a scale with the file. So obj is a good way to rule out problems with the intermediate format you use to send your data to the baker-app. And try to give your highpoly details some less steep angles. The Normal Map only stores the normal difference…
There could be 2 reasons. 1, no dilation. 2, rotated uvs. Its a good practice to uv straight shapes horizontally or vertically. The reason is that pixels are like small squares. Now imagine that you lay a straight uv piece diagonally on top of those squares. So there will be a lot of half squares on the edge of the uv…
You could do it with an Action then. Select empty areas, expand selection 1 pixel, do a Min (or is it Max) filter at 1 pixel. Repeat X number of times. Not sure if Min/Max work in 32bit though. Our wiki is migrating hosts at the moment, but you could search Google's cache for the Photoshop Tools page. It has a few dilation…
Yeah you will get some distortion but it's worth it to save UV/texture space. In addition to being easier to paint, normal/specular mapped edges will turn out better as straight lines of pixels will display clearer than curved lines of pixels especially when mip mapped. It also keeps the true vertex count down provided all…
I get your point. that you'd make sense in a realtime engine with optimization in mind, while I was mostly interested in having a proper visual feedback in a 3d package. Even tough, in my opinion, blending textures for a terrain only make sense because you want to preserve a high pixel ratio without spending too much vram.…
No. Add isn't overlay. If 0.5 is halfway between white and black, Overlay seems to take everything over 0.5 and adds it, and anything below 0.5 and subtracts it. The way the math nodes work is with basic math :P You add a pixel of 0.15 brightness to another with 0.35, you end up with a mid-grey pixel of 0.5. Multiply,…
You could google it a bit. Its an antialiasing method that blends the pixels in a temporal fashion, i.e looks at high contrast neighbouring pixels in the current frame and softens them based on previous frames. UE has two modes of txaa and you can switch between them in the console LE: looking at the picture again, looks…