As for the texture files, the smallest texture size the 360 supports is a 128x128 (or is it 64x64?...). Anything smaller gets upsampled. It's a hardware 'quirk'. You can also decide how many miplevels you dds file will support - I forget what the default is, but if an objct is only every seen close up on screen, you don't…
Also, don't trust default 3d programs settings too much. See how the bottom of that branch gets pitch black? You totally want to avoid that. If Bobos model was displayed under such presentation it would look like ass since it would loose all that vibrant quality. Take the time to take a step back and look at the…
For the love of god, please someone help me. Is there a way to permanently disable 'save undo history' in zbrush? Having it on by default is perhaps the most idiotic thing I've ever come across when modeling... It's crashed my project multiple times after having forgotten to turn it off again when jumping back to previous…
All that setting does is invert the green channel in normal maps - it's not clever so if your project is set to 'directx', you put an 'opengl' normal map in and set that normal map's format to 'opengl' you'll end up with a 'directx' format normal map Both designer and painter shaders compensate for the project default so…
Well you could always run it as a floating window and resize so it doesn't overlap the task bar, couldn't you. Not very convenient I know but Zbrush has been doing that for ages, perhaps always. I'm more bugged personally by the removal of the 'Menu' button in the Z2020 I installed - no way to hide the default menu bar…
I'd get your block out into UE4 and look at it with the default (grey) material applied to everything. That will give you a better and clearer view of whether the scene is working compositionally. To make the scene more interesting don't have the camera looking straight on into the scene. This makes the picture look flat.…
it should show you something , en error message. "not enough ram" or something. if it doesnt it's rather something in the settings, axis mismatch maybe. I recall I once saved hi res as obj and then low poly target as fbx and they was scale mismatching Xnormal could be quite puzzling , It's hard to tell what's wrong. Try to…
Running a search on BA bumped into this thread with I think a similar issue: https://blenderartists.org/t/help-i-cant-find-my-bones/516601/5 Apparently bone layers are different to mesh layers (...BTW I'm not a animator by trade) and it seems by default under properties all the bones are set to hide, now to unhide switch…
Thank you, they will be uniquely mapped on shared texture sheets, probably 1024s with mass amounts of parts on each. They only need like 32^2 - 128^2 pixels each to get the look so putting a bunch on one texture is still cheap to load and makes it faster to do. Probably going to be metal / rough since iirc that is how…
I love it :) You're obviously stepping away from the default color palette, so not sure how valve would react to this, but i dont mind having this in game. You could add a couple of more scratches scattered around the helmet, maybe make the one under the eye a bit bigger. Right now to me the headpiece looks a bit like a…