You should check out some EarthQuake's post, will be very helpful for your current issue. Here: http://www.polycount.com/forum/showthread.php?t=107196 Thou it seems like you've done the proper... then I think this would be caused by the projection method or the cage. Usually when the hard edges are made, it should not have…
ZacD Can I avoid this borders? poopipe One a big problem--I need learn SDesigner. How it looks in Quixel (4K)--- http://prntscr.com/ddz8xg Albedo--- http://prntscr.com/ddza8p Rough--- http://prntscr.com/ddzaep Other maps give the same pixelization. Need a blur for all of them? Or maybe another ways?
I'm not 100% sure, but it looks like it's just the way the smoothing groups are. If you view it in 3DS Max with a real-time shader with 'per-pixel' lighting, I'm sure it would look very similar to what shows up in the engine. 3DS Max lights models 'per-vertex' by default... Might have something to do with it? :P
Thank you Pixel :) Very appreciate your advice. Do you think Glassdoor is relevant? I know pretty much everyone can register on the site and write a review. Can you mention where did you worked that is good for work/life balanced?maybe pm-me, if you don't want to write here:)
Its more organized as I can take a look at each part of the shader (vertex,pixel etc) and the variables being used. Im probably biased as it was the first tool I used as I read through the [ame="https://www.amazon.com/Shaders-Programmers-Artists-Premier-Development/dp/1592000924"]Shaders for Game Programmers and…
Hi KP Actually I'm starting to enjoy this more than digital painting/coloring... To some extend it's even faster. Something related to the impossibility to go crazy with zoom and anal pixel-wide detail I think! Started another. Broad pencil strokes > smudging > alcool markers > watercolor washes > acrylic shapes >…
Yes - Tangents and binormals on a triangulated mesh. Normal appears perfect within painter itself, but in marmoset and UE4 it does not. I'm attaching an image comparing an xnormal bake (with compute binormal in the pixel shader option ON) vs painter. This is in the marmoset viewport, but the same issues happen in unreal.…
How would an anamorphic lens flare work technically? I'd think you'd only want them on pixels that have a certain intensity, so you'd certainly need HDR rendering. Or would there be some sort of special mask/renderpass for the lens flares ? I'm guessing it's the first method with some clamping done on the mask, and then a…
I think 300ppi is standard print resolution. So an 800x600 image would be 2 inches (5cm) high at ideal print quality. A 3200x2400 image would be 8 inches (20cm) high, or about A4 size. Obviously you can get away with lower res but it might start to look pixellated at smaller resolutions.
a colleague from my university wrote this: http://scriptspot.com/3ds-max/texture-atlas-generator I would suggest though as an artist build them yourself, also try to use a texel density or normalize script to make sure that the pixel density for each face is somewhat equal throughout the models that are used on that…