Hi, I recently started noticing pixel like boxes showing up whenever I move around in 3ds max. Does this mean my graphics card is busted? I'm attaching a screenshot that Highlights what I see.
Does anyone know how the fark to turn off the anti-aliasing on my textures in Maya? So I can get nice pixel art textures..... :( [Edited by MoP to move to a place where answers are more likely...]
Ours work are in the process of complete. Tile: Characters- Girl- warrios- lever 01,02 Soft: XSi, 3dcoat, PTS Model : 2000 polys - textures: 1024x1024 pixel Thanks and hope you like it. Lever 01: Lever 02:
I was wondering if anyone knows if I could record a video in my Unity scene in a high quality than the amount of pixels on my monitor?? Also, how do I know if my quicktime is H.264 or not?
The bake files are just the output textures and with no model or tbscene. But just looking at those, there is a strip of padded pixels on the top and right side of the textures... that make little sense to exist.
I know its standard to use powers of 2, but what is the reasoning? Besides applications that refuse to work with non powers of 2. Something to do with binary and pixel efficacy?
Maybe an angle so extreme that the texture is mipped down too far to accurately represent the normals on a per-pixel basis? Thats really the only situation that it should be a problem.
As for the Black pixels, it was also indeed the supersampler. I baked a new AO map with out supersampler en the sports are gone!! Thank you very very much for the help!!!!
@dirigible, That artifacting caused by a hardened normal will be practically erased with the splitting of the uvs, just a few pixels gap between the shells will fix it. Edit: ZackF says it better :P