thanks for this great tool...! im wondering if there is a way to get an image to 100% imagesize on screen... double click fits only into the canvas... and if an image is scaled i cant zoom in to 100%... like a combination of reset image transforms and ctrl+g...
I've been thinking about a fun community project lately.. like the 'Polycount 100' where we - thats you guys - create 100 unique and recognizable skins for Minecraft and we offer it up for download as an entire package. Thoughts?
WIP 21 @Tuscon: Took your critiques into account. Added discoloration to the leather jacket, jumps between desatruated, low value and saturated, high value hues. Also redid the pants pattern. Followed after the original Tracer game model, used a diamond pattern across the pants. Thank God, I THINK FIGURED OUT THE HAIR…
Is it 100% in engine? Or was it a composite of different scenes in a video editor? To me that makes a HUGGGGE difference, because if it is 100% in engine with no post processing from video editing it shows off some skill. If it is mostly done with a video editor then it just shows a weird style of art.
Hey, I re-sized the maps to 512 by 512 for the car and 128 by 128 for the wheels and damn you were right, not much loss in detail from a distance. Though we can see the pixelation if we go really close... Here's a few renders...
Right now PSP is at steal at $40, but will go back up to $100 in a day or so. Elements is $50 and will go back up to $100 in a couple days. Sale ends for both Nov 30th. So make your choice now. Go DL the demos...
Yes, this is a very old and ongoing issue that open subdiv was supposed to alleviate but it isn't 100%. There are many hacks and workarounds that people have tried over the years but none are 100% either. Try changing the open subdiv UV boundary dropdown to Smooth(edge&corner)
Your best bet is to use the offset tool in Photoshop set to 50% of the size of your texture, 64*64 if your texture is 128*128 for example. This will move the outer edges of the texture into the middle, so it's easy to see where you've got seam problems.
Would it be possible to parody something for a non-commercial product and not have to worry about going to court? A project I'm working on involves the re-creation of a game we don't own the license of, but it's 100% non-profit and the game will be 100% free once we are finished.
I am trying to make my first big set and am trying to figure out how to break the chunks up into modular pieces and how to texture them. I want to use a tiling texture as the base and add details with substance painter, but there's too much surface area for the shells to all fit into the 0-1 space and tile. Is it okay…