I'd just like to point out that 4k textures are used all the time in modern games. It's been the default size for my work on current consoles for a few years now.
Can anyone explain the difference between Self-Illumination and Ambient for me? In 3dsMax's default material settings there are slots for Self-Illumination and Ambient textures (and a global Ambient value). Is there a conceptual difference between the two or is it just what 3dsMax chose to call them?
It's the cut tool. You open up the tool settings and set it to 50% (I think default is 10%). Then hold down ctrl, I believe and it will cut the component 50% of the length.
My understanding is that this is what's usually done. At the very least that's the default packing for Substance, and most example shaders i've seen use this scheme (although I mostly use UE4).
There's nothing in your forward base shader to do with shadows. By default, only the base pass in forward rendering gets shadows in Unity (i.e. your most powerful direct light).
Polycount default profile image is better than 90% of personal profile images on the web! IT'S A FACT! I mean, 'hi', I almost forgot I suppose to say 'hi'.
When u open the Edit uvw`s window, position it where u want it to be and after that go to Options and select Save current setting as Default and that will save your position
I am not sure that is the problem. The problem areas have nothing but a default shader applied. Is there any other possibility? And as I stated the "seam" only shows up from a distance.
kremrhi, awesome work! Vayne4800, i like it but i think it's "too blue", i mean, it matches luna's default colors, which makes it look not-glacial enough :x
There is a bug in Maya 2011, if that is what you are using, that will randomly un-assign faces from the material. Just select the faces, right click and apply the default lambert and it should be fine.