Hi, I'm new to baking high poly with a cage and i'm having problem with x normal as you can see on this picture. There are strange fucked pixels. I don't understand because my low poly retopo is precise. Need your help guys. What must i do ? Thanks in advance. Massimo
Hello all, this is where I'll be posting and sharing my progress for my beast work. I have an idea of how I want to go about this and I'm currently working on the sketch now. Pixel stuff will be posted either tomorrow or some other time this week. Feedback is always appreciated. Good luck to all participating :)
I've been looking through plenty of images I enjoy on the internet. One way to study them is to use photoshop's hue/saturation adjustment layer. Desaturating it will expose the value. Giving it full saturation will expose the hue. But is there any way to convert a pixel's saturation value to grayscale? Like saturated being…
Anyone know of any plugin for windows xp that can display the dimensions and the resolution bits/pixel size (16,24,32) for .tga files in columns in the windows detail list view? I already know of and have the 'Thumbplug TGA' tga thumbnail viewer for win xp, so dont need that one.
For some reason, whenever I use render to texture in 3ds max 2009, the padding doesn't work at all, leaving ugly white streaks near seams :/ Here for example I set the padding to 10 pixels yet it still doesn't cover it like I want it to:
dont expect too much, its photo surced and stuff, the main thing wat im triing it to paint the whole image with the 1 pixel pencil, at 9% im getting tired so i will finish this in the next days i think... btw: im using a mouse, because money and wacom are things that go hand in hand
Hello. I'm having a trouble with making a tree in UDK. I have a TGA RGBA texture exported as 32 bits/pixel. Imported to UDK, material set as MASKED with 0.333 clip value. And this is the result: While in Marmoset toolbag the tree looks much better: Is it an alpha compression issue or something? It says that it's DXT5…
Hey, So I am having issues with UDK compressing my maps. I bring in a 2k map, but it is compressing it down to 1k and on top of which, everything looks extremely pixellated, super crappy quality. Anyone know why this is happening? Any help is appreciated! :) Thanks in advance!
Point 6 is a good one to know. I'm curious, from a software architecture standpoint, is it not possible to load things into the VRAM sequentially and if the need arises for extra data storage during a bake, to use methods like temp storage. Why would one baking group have to know of the existence of another baking group,…
Check to see if your UV lightmaps are snapped to pixels the same size as your lightmaps size in udk. For example, default is 32. This will help reduce the lightmap bleeding. This is a video about it, has a lot of good info [ame] http://www.youtube.com/watch?v=ntx10JMl9f4[/ame]