I just wanted to have a base texture to apply to my models that consists of the different levels.(2048,1024 etc)The map would help me determine what size texture should be created and applied to any given object.
We have a grid texture sample here at work that, when applied to a 128x128x128 cube in Max, portrays the correct texel density. All the artists then apply the texture to their assets and compare their asset to the cube. It seems to work pretty well.
Hi there, say I have a layer and just apply some weld brush strokes on it like I have here for some welding lines... is there a filter that I can apply that will follow the edges of those lines to mimic rust around the weld lines? Thanks in advance.
The material ID map assigns a unique color for every material applied to your highpoly mesh. If you have one material applied to all of your high poly mesh parts, a blue map would be expected.
I think he means he took a handpainted texture and applied it to a mesh. Something like this maybe something he didn't paint and applied it to a sword he built. which is not cool unless it was painted specifically for that purpose.
Thanks for the input. I definitely agree with you. I need to clean up my alphas and not go overboard with them. - A wooden beam i made tonight: Flat color - no shader applied Basic shader applied
If you're trying to apply it with drag rect, you need to account for the focal shift on the brush. If you want it across the entire plane, you could try applying it as an actual displacement map under Tools: Displacement /map
normals applied as color and tspace nmap, i do this just to check for problem areas, but i just wanted to the normals applied to the low poly, dont mind the crap on the furpatches im gonna clone over that. -woog
[ QUOTE ] Honestly, the entire design is shit, not just the smiley. [/ QUOTE ] With such a bold and defining statement such as this, including the criticism of the "smiley" that was the defining Polycount symbol during the Dominance War, I'd expect the rest of the post to be statements supporting this declaration...…
My next build will be linux, though I'm not in a rush to upgrade just yet. The main problem as ZacD says is software compatibility. However, you can overcome this by spending a decent amount more on your build so you've got the overhead to run windows in a VM, and then pass through the physical GPU (you'll likely want two,…