Thank you, Froyok. I had tried RAW and JPEG with 0 and 1 quality settings. The next thing I had noticed, is that artifacts become visible in 4k resolutions. 1024 and 2048 shows identical pixels with SBSAR and simple bitmap output.
Hey Pixel, I am completely satisfied with your position, but I wish you would elaborate as to why it is pre mature to be handling this? Thanks a million P.S What I mean is what are the tell tale signs I'm over my head?
Hey, if you're in the limit and you get to keep your horns and that curly bit, then great - but i definitely agree with Konras about the symmetry and the curve on the handle. Get more pixels per face. Texe density up in the...place...yeah. that just happened.
"....the Z needs to be calculated in the pixel shader. (The material editor does this automatically, note the increased instruction count in the screenshot above)." Source: http://udn.epicgames.com/Three/NormalMapFormats.html#TC_NormalmapUncompressed / V8U8 What's your texture resolution? You might just need to increase it.
Apparently the banding doesn't show up if I view it in xNormal's viewer with the exact same textures applied. -- EDIT: Okay, wow. Apparently I was saving out textures NOT as 32bits/pixel. Looking fine in Marmoset now. ZacD, you were spot on.
Why not more?? Its very pixel-y, especially those painted orange lines. So either make them totally straight, remove them, or change the resolution. Best choice is to make them straight, its not like this is a broken/old robot
Pixel, are you going to the afternoon show or the evening show after work? I have tix for the afternoon one from todays sale. If you want to meet up at the show that would be cool. It would be great to meet up with people from PC.
yup i did that last time and the onboard vid card didn't support any pixel shaders normal mapping etc. Zbrush worked fine on it as it uses opengl. so don't get onboard video which utilises the system memory to work.
You cant really do this. Photoshop blends everything per layer. As of now there's no concept of sub-layer or per-pixel blending modes. Your two options are merging everything underneath what you really need, or using a lot of layer sets.
yehh id like the link too might be a good idea! here is an update iv played round with the map and its *tight* i mean it may be a prooblem... less than 2 pixels betwee some things.. ? anyway heres the pic Jody