Sorry can't help with the softimage issues. Yeah you can move your UVs apart to make sure there's enough pixel padding between the different shells. This value can vary depending on the texture size, 8 pixels between shells (so 4 pixels around each shell) on a 1024 is a good place to start. You really can't ever have too…
There are two things I think you need to do: 1. Create larger seamless modular pieces which are combined versions of the single piece. See Minotaur0's explanation in this thread. 2. Make sure you've got at least a 2 pixel pad around each shell on your lightmap UVs (4 pixels between each shell). And for the love of all that…
Well, assuming that the 32incher at 4k is roughly 28 inches wide for 4096 pixels and knowing that the 12wx is 10 inches wide for 1080 pixels That means that the 12wx from 2009 has a resolution of 128 pixels per linear inch, and the 2018 32 incher has ... 146. Considering that the working distance is the exact same (length…
The first image says the texture maps are 2048x2048. If that is the case, then Photoshop says you've only used roughly 256x256 pixels (or less) for the actual face based on your current UV arrangement. That means you've almost dedicated more pixels to the Adam's Apple than you have the eyes, nose, and mouth. There's only…
Hey guys, I have another newbie question regarding lightmapping. If a really small prop uses an 8 x 8 or 16 x 16 lightmap, how much spacing between shells is needed for those? Is the general rule 128 x and above 2 pixels; and anything lower than 128 x would be 4 pixels? If i were to give a small prop a 16 x 16, should I…
Bit of an old thread, but I stumbled on it after doing a search for exactly this problem. What I don't get is why nobody appears to have noticed that it also does this when using the brush tool. Try it - choose a 5 pixel brush with just size set to pen pressure. When the brush reaches 2 pixels in diameter (well, 1.5 I…
So it would be multiplied at a pixel level then right? And all in 1 render pass, simply altering the colour of the diffuse pixel? Not having pixel level control in my engine is pretty annoying. I'm contemplating adding Vertex Colour, but it's going to be too expensive, like Gouraud Shading. Both involve rendering the…
I wouldn't say dead wrong, just incomplete. "imagine the envmap containing a sphere"? That would confuse me. I'd say instead that one should imagine the envmap being mapped onto the inside of a sphere. When you have a model that has an envmap reflection, each pixel of the surface has that imaginary envmap sphere centered…
I am trying an art test and I have been given a limit of "Texture Limit: 2 1024x1024 texture sets (or equivalent texture space) including seperate diffuse, normal, and specular. Note that since these objects can be close to the viewer, please maintain a pixel density of at least 1024 pixels per 3 meters." The pixel density…
oh, sorry. I forgot about lazy brush button . Thanks a lot Jerc. A lot better when lazy mouse is on but still not as pixel to pixel crisp as in some vector editors. And set up is really painful. I loved "skeletal" strokes from 25 years old "Expression" vector editor. You could simply add 10 pictures to a vector stroke and…