@Yuke: Yup! All 256s and the 32. I've got some other stuff I need to catch up on, but I'm gonna go back and use on of my channels on the 32 to make a glow card. @joshmtyler Thanks! My fear is that by making it too round that it wont feel angular enough for WoW haha.
On the note of grid if I am modeling in Maya I run my settings at 256, 16, 1. On the other hand you can also run off 512, 512, 32 just another way to get the same gird settings. Just depends on what you like both ways will snap.
some more lemur progress: the lemur is currently 2k with about half being in the hands and feet, something i should probably reduce a bit. there are 512px textures on these images, but I will probably shrink em to 256 to fit my Infinity Blade res goal. let me know what you think!
hmm. maybe it is just a matter of the detail being too subtle. though just as a test, i turned up the spread to 40, and the samples to 256, and surprisingly i still saw pixelated sampling on the model. i think i may be able to make due with that map though, after some photohsop tweaking
totally agree with on both points, still working on the light to get it to be not so dark in that section. Also ill see what the floor looks with a 512 instead of a 256. also its not carpet its some kind of super reflective marble or something. I'll hopefully get these updates up soon enough.:poly142:
yeah I dont think I get what your saying. I found a setting in max's uv tools under "options" that says "use custom bitmap size" so I changed the numbers there to 256 by 128 and that looks like it might have worked to get me the correct aspect ratio.
think lego. And make sure all your assets snap to clean numbers units like 32, 64, 128, 256 ext. paint textures this way too. i always looking for that in the portfolios we recieve. Always snap verts that touch the grid to the grid (for environmnet assets)... always. -R -R
i like the idea of this tool and the syle of art i hope it will promote. nice work. should probably say what image types and sizes it can import though. i found it supports pngs and 256 is the regular tile image size but these were not mentioned in your howto or help(so far as i could see). still i am excited to see where…
@riceart thank you for your feedback ! , yeah I noticed it and after adding some colors to metal it make my old metal really looks poor , anyway I did a simple base for the character with 256 tex ~2 hours also start with the rig for the character , still have some problems because I'm still new to rig , anyway I did a…
This script is awesome! However I keep getting errors with it: --Runtime Error: Attempt to access deleted scene object Line 226 is highlighted I'm using 3ds Max 2012 sp2 with Xoliul's Viewport Shader 2.0 (which is also awesome). I thought I got it because I had hidden objects in the scene but I got it even with no hidden…