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.
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...
Use RTTAssist, or read up here: http://www.laurenscorijn.com/articles/ambient-occlusion-baking You need to really bump up the settings for MR baking, a 64-128 is the minimum for a good bake. 128-256 for a useable bake.
This is weird, the only time i got an error like this is when i tried to use version 1.8. I upgraded, and theSuite Would crash. If you're using 1.8 ou might try going to 1.7 and seeing if that helps.
Just doing some breakdown of TD including trim parts, notice how you can break trim sheet 1024 into 4 or as many as you like with power of 2. In my example I have 512-256-128-128 from top to bottom.
Well the first thing we need to know is your budget. $1-200 means standard compact camera, this will work in a pinch if you know how to use it $2-400 will get you a used DSLR body, possibly with a standard "kit" lens $5-1000 will get you a higher end used body, or a quite good new body, with kit lens You can pick up a…
UDN says: tiledshot X Y X says the screen resolution if you type 2 the screenshot will be twice as big as the actual screen Y is the overlap on the screen border so tiledshot 2 128 will give you a double sized image with a 128 pixel border
http://wiki.beyondunreal.com/Legacy:Unreal_Unit and http://udn.epicgames.com/Three/UnrealUnits.html Under the source engine, by default a wall is thick of 8 unit, I share the same principle in the UDK. I use the same size as under the soruce engine. With the soruce engine you have comon size : a wall = 128*128 unit, etc.
hey Adam in Zbrush when baking your normal if you first go to Color and change the RGB to 128/128/255 then create a new Texture the size you want it will give you that nice even Normal Blue background so you wont have that ugly white behind your texture.
Took a break today, decided to reskin Mr Big Chunky Bastard. Still wip, obviously. It's funny, when I first started texturing him, I was thinking about how small a 128 is. Now after working on a bunch of 32s, 128 seems positively humungous. ps. Anyone interested in an sdk?