For future reference, the window that you post threads in has an icon for adding images. You just put these addresses you have here into the pop up window when you press the button. Took me awhile to figure it out but it's easier for us to view the images if they are up showing on the thread. As for the images themselves.…
some collected thoughts ; compiling it yourself from source for free or ~20$ for one license seems okayish. IOS and Android licenses need to be purchased separately. For Android it might be the only 3DTexturing solution? Apple release especially for the Ipad seems problematic.…
Could it work like Content aware fill in Photoshop by filling only certain area of an image? It generates novel or original image from the given small patch .... you can generate even tiled tetxure with it....No photosop required... Does your Synthesizer work with height/depth and color images in sync ? For that it has…
You will still load an 8bit tga into marmoset, but you will get better results by dithering a 16bit image down to an 8bit image, compared to just baking an 8bit image. Andy Davies talks about it here [ame=" https://www.youtube.com/watch?v=OONQzKcWeMY&feature=share&t=9m30s"]Andy Davies - Normal mapping for games & realtime…
So many images. Its hard to try to go through it all, I think you could decrease how many images you post of the same object as it gets a bit dense when you have 3+ images that are very similar. The models look nice and youve kept a good consistency between them all, nice job :smile:
What exactly is the problem you're having? You don't state this explicitly, nor point it out in your images. "failing"... how exactly? Also, your images are heavily compressed and low resolution, so it's difficult to see any details thru the haze of jpeg artifacting. I'd suggest just to drag-and-drop your images directly…
I think where is difference between the 4-6 images that you use for presenting your final project and just uploaded thumbnail, that show your last progress a new image what is totally possible just go again to 3dtotal -> 3D or 2d or Animation , and in your profile entry you can change all including the image that does show…
Hello, For a few months, I've been working on a new set of texturing tools that analyze an object's surface and create images that are continuous in all directions. These are not procedural 3D textures like Perlin Noise, but 2D images that know where in the 3D world each pixel is located and how it is connected to other…
An image would help, hard to understand exactly what you’re wanting to do. Is this for a mobile game? Performance is at a premium there, so would have to get crafty with the shader. Lots of ways to do dirt mapping. An example of what you have so far, and what you’re aiming towards would help a ton.
Do you need all that empty space? No you don't. Heck, you could remove all the first images and replace them with the last images. You could also paste in the concept (add name of artist too). At any rate - use yer pixels, just like you would in a UWV map. Also, why are the image borders blueish grey and the text yellow?