13. Preparing for Bake - Decimation There are a few different ways to prepare your objects for baking. The method I previously used involves exporting individual high and low-poly objects and baking them directly in xNormal. I wanted to try a different workflow this time which involves exploding your meshes. As I…
@thomasp As far as I know the scanned data was primarily used as reference to speed up modelling. The texture resolution and quality was nothing you could simply use. In my experience hand scanners aren't that useful for textured assets. They have a very high (3d)resolution but require a static objects and the texture…
Just had feedback from a player with a Q6600 stock and 9800GT Green Edition- it plays at a "bearable" 17-25fps, but if fire/chrome/msn/unused programs are closed and the game is run at a lower resolution (in the settings menu, 800x600 or 640x480) then the game runs completely fine at 40fps+ solid. So if it doesn't run too…
Thats because the PS3 is a total WHORE to setup correctly Justin. Go into your PS3 options and set the max res to 720p, and yes, you will need to switch these around every time you want to play a game and whatever... I still can't believe they did it that way... But anyway yeah, it will display perfectly for you. I have a…
Ok, few points here. #1. Uv seams are also limited to resolution in a way, the less resolution you have, the more noticable UV seams will be. This is why uv seams are always real noticable on lower mips. Again if the faces are so small they can barely be represented by pixels, you'll have issues. #2. Your uvs need to be…
Looks like you're capturing a lot of the shapes so far. In terms of a smoother surface in ZBrush, you need to knock it down to a lower subdivision, or dynamesh at a lower resolution, make sure you get all the major forms in and as much detail as you can before you increase the subdivision or the resolution
Trying to understand texel density better. I don't come from a game background, so this is still relatively new to me. I'm working on a scene and decided I wanted everything to be 2048 texel density throughout. My first object to UV was a cannon and I split it up over two texture sets, one for wood, one for metal. I ran…
I've never made a extreme low resolution model of a high one, it's a practice. What is "split smoothing groups"? So, I should mark seam along hard edges, like here:
Hello PC, sorry this seems like silly question, but I just can't find an answer! Are UV's generated for Unity terrain, or is splatmap resolution dependent on vertices? I did some testing in engine to try and figure answer for myself but couldn't reach a conclusion. I have trouble getting something that isn't blurry no…
So I am running in to the problem where my normal map detail is getting blurred out because of the texture resolution (picture with 1024 normal map). I know what causes this and even some ways to fix it (link I found) Link I usually scale my UVs to be uniformed, but this seems like a fairly common problem and I want to…