Samsung all the way. They actually will color match, unlike all the Dell monitors I've used. Depending on your budget you can always go with an LCD TV that does 1:1 pixel matching and supports DVI or use a DVI to HDMI cable to connect to the TV. Of those I would recommend the Sharp Aquos line for that use. One of the very…
These day, I"m mostly simplified my process to: Unwrap UVW, Flatten Mapping, then a combo of stitching and relaxing before assembling all the pieces into the box. The process is a bit different from one asset to the next, but I like it because I automatically keep an even pixel ratio as long as I don't scale any UVs…
Although Savage is right that you want to make them as snug as you can, you also want them to keep the same pixel density. So be careful to make sure no one piece is getting a lot more UV space than another. It's fine to give more important parts a little more space when needed (especially if it's something that the player…
diffusion is padding but with no limit so if padding wasn't working, the value wasn't high enough. you'd want a minimum of 32 pixels at 4k if you're going to use padding
Im here in austin, where i grew up. Ive been visiting studios, some seemed promising. Others seemed impossible to infiltrate. I had the most luck with twisted pixel. Actually got to talk to some one. It seems most of my encounters were like talking to automated messages. I like the face to face " apply online" was a common…
Hello, I'm facing a severe problem that is crippling my production work. I've been trying to solve the problem since morning. I'm using a simple plane from maya. Default UVs. Trying to make tilable texture and displacement maps. Export options for obj Import to Zbrush. Save MT at lowest level. Divde. Sculpt with Wrap mode…
Hey! I'm a SCAD sequential art student . SFL based. I have a little backlog of stuff but i often take screenshots of works in progress Re-posting my artwork to any other platform is prohibited I'm learning pixel art for a personal project with some friends that i am directing/ designing characters for. I tend to complete…
@Geosmith "Still though, understanding how much is this draw call worth in terms of performance is still an issue. But if they should have a fixed cost per draw call, then surely there's an average amount of draw calls per frame for games that we could find? Comparing how much a typical scene or asset would need would…
Hello Joakim. That Curves tool in Photoshop is performing a mapping of the colour values. You plug in a value A and it outputs a value B. In mathematics, the name of the device that does this is a "function." In order to transfer that Curves tool to a pixel shader, you need to devise a way to input a value A and get a…
Sure. Physically based rendering in Unreal is implemented via a standard microfacet BRDF. The BRDF is the bit that takes in all the parameters and spits back out a reflection for each surface, where roughness is interpreted as a statistical heightfield of tiny facets on the surface of a model within a pixel. These facets…