We've been using PNG for saving lossless RGBA textures for years, and due to Photoshop devs preferring the transparency interpretation of the PNG format, we've always used SuperPNG to both save and open PNG files (to recap, that plugin reads PNG transparency as an alpha channel and saves it back like an alpha channel,…
Ages ago, i made a tool for Fallout 4 that is really just a frontend for xtexconv, to reduce the resolution of textures that are of a specified size. But there is an inherent quality loss when re-compressing a DDS image, like doing [b].jpeg -> reduce resolution by 50% -> save as .jpeg[/b]. Same gig with MP3 files. So I was…
I've recently run into a bit of a problem with watermarking, and I'm wondering if anyone has any feasible solutions. This last Thursday I finished up with my last official day of internship at a medical visualization company in NYC with my last "unofficial" day being this upcoming Wednesday to finish up some other work.…
hello guys, im pretty new at this and i have started making a character in 3d max for a horror game, its a Japanese ghost that as u can see have some things going on in the face and the throat, all of her bone from the upper lip is exposed and her throat is torn, as u can see there is a tongue that is long and all out and…
After I started messing around with my Landscape more and adding extra sections the foliage placed by the Foliage tool has been acting weird. On entire sections or sometimes just parts of a section the foliage hasn't been rising or falling to sit on the terrain. Right now I'm using the October UDK but the same thing was…
Ok so other people have said to remove edges and I've gone and done a paintover to illustrate some things. In case the text is hard to read (I don't write well with a tablet >.<) here's what things say, with some elaboration The red lines indicate loops that could be removed entirely with little or no silhouette loss Blue…
imijatov: Thanks! I've shortened the arms a tad, and gone over the cloth folds again. I'll still be working through the rest of your crit. :) I think you may be giving me a bit too much credit -- I know what I struggle with, but I think I mainly struggle with it because I'm not sure what exactly is right! :P The hair was…
"Sub-d models in undivided state are still having lots of redundant loops you would have to get rid on next LOD" Tell me you are a maya user without telling me. A lot if times if stuff is built with modifiers its just removing said modifiers to kill support loops. Making LODs on meshes with a quadlike structure is usually…
I think that tread mazz423 linked is really informative. I far from an expert in baking, but from personal experience, it always seems to do weird things when the model isn't all one smoothing group. Separate smoothing groups on uv breaks is something I'll have to give a try on my current model when I get there. I haven't…
hmm If something has changed in last 7 months im not sure, but before that the rule was not to use Skylight with Dominantlight as Skylight is legacy support for UDK and it will be removed later on, well that is what i read on EPIC froums and here at Polycount. From my experience with UDK if you mess around with its default…