yeah I mistakenly chose the wrong option there because theres no wak-om. which sounds different from wHak-em ps, its originally a german japanese company?? which is it?
you probably want to just multiply the lightmap by 2 with a simple multiply/divide node. that said there is a remap colors node that does pretty much exactly what curves in ps do.
resell, as in transfer the license and all that stuff? I did look for used old PS versions some time ago on local ebay equivalent and didn't find anything that looked legit.
There is no setting yet unfortunately, you may have to render a mask of your uv and mask out the padding in PS for presentation purpose :/ Wwe plan to add one in a future update though.
Thanks for the crits guys! katzeimsack, those are the same textures but the model used for the promo art was rendered in marmoset 2 and then heavily postproduced in PS, so that may be the reason they look notably different!
I would say this would be fine as a blockout, but a high poly it is not. Look into subdivision modelling and apply those techniques to push it to the next level. PS: Loved that game when I was a kid :)
I was thinking to bake singularly the front and the back in two different stage then mount the texture on a rectangular texture in PS , woudl this be a common or good practice for engines that support non square textures?
Not much of an update, but here's a screenshot (with some PS post processing.) Overall I did this entire level in a week, which I'm pretty happy about even though it's mainly cubes
Yes Vig this was what I exacltely needed! Thanks dude :thumbup: PS. thanks for addisional information! actually my late was for finding out how can I do these optimizations! :)