It completely depends on how the model will be used. If it's a model for use in cinematics, then it makes sense to increase pixel density in head, upper body, hands. If it's a general purpose 3rd-person model, then consistent resolution makes more sense.
thanks. i understand. so basicly if u would set ur ogre gif on a white background it would have again those pixels arround it, just with that matte option they are not that visible on a dark grey/blue background
DDO thinks that it's random noise in your map, so it gets culled. The solution is to sample that color in your ID map and paint about 20 to 50 pixels worth of it in a UV gutter to bypass the noise filter. :smile:
Wow, great thread! Inspiring to see how much others have improved! Uuugh... my turn Work from 2003 Pixel sprites from 2003! L33t animati0n sk33l right!? 2012 -> Start of 2013 ->
And I'm really sorry these images are super huge. I'm cutting down the size, but in order to make them reasonable they become badly pixelated. If anyone has any suggestions regarding ideal upload specs that would be appreciated.
Is there any way to see that material with the pixel depth offset using the DitherTemporal AA for myself? I haven't been really following the development of Unreal Tournament so I'm not really sure what's available to look at and what's not.
The default exposure of the HDR image will depends which tool you open it with. There is nothing wrong with the image you posted, it's just that the pixels in the sky are brighter than 1. Do you have screenshots of what the issue is in 2018.3?
I just saw this yesterday at PAX... Quantum Conundrum [ame=" https://www.youtube.com/watch?v=WHqKjCUC-vc"]PAX 2011 - Quantum Conundrum w/ Kim Swift! (The Dead Pixel) - IG Extended - YouTube[/ame]
As mentioned earlier it would be easier to help you if you post the uvmap for us to look at. In cases like this i steal pixel density from the areas around, from the nose and bridge of the nose, this usually works okay.
Looks like a flat colour with a value >1.0 (probably 2/3ish) running into the emissive channel. The emissive channel is added to the surface colour without any consideration for lighting, and any pixel with a brightness >1.0 will begin to bloom.