Hi! I watched some tutorials, where they were texturing landscapes, tiling a lot at 2k and then exporting at 4k. Usually I would say upscaling image cant be done at least not any detail gain, but I don't know if Substance painter can do it?
There's apparently an executable version of waifu2x with a few more scaling options which is more convenient than using the online version:
https://github.com/lltcggie/waifu2x-caffe/releases
Topaz gigapixel is similar too, but it uses a different method to upscale images and is usually better for realistic photo stuff…
Id much rather play on a smaller area centered on my screen than having it upscaled and blurry to fullscreen. I tried disabling upscaling in nVidia control panel and it adds a black border but it still upscales.. Anyone know how to do this? Ive seen it before but never knew how to enable it
If I do Sub-D modelling which lately tends to become preferable for some uncertain for me reason. The hi to low ray tracing baking IMO is redundant at all. Usually Sub-D model is easy to unwrap and bring to sculpting already unwrapped . So baking just surface as world /object space in exr image and then applying that exr…
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One more small update to keep this thread alive. This time I have worked mostly on UV. Changes in geometry are insignificant and don't deserve attention. From the technical point of view I am aiming for something like World of Tanks quality. So I wondered if there are some models online to examine them and I came across…
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Maybe you have already tried this? However, what I usually do to keep style. I have a hand full of alphas and brushes I always use for wood, metal, and or rocks. and I usually go about sculpting them in the same order each time. Clip curve > move topo > Trim dynamic on "edges" > the same 2 alphas every time > Orb flatten >…
Hello there. I've been working on an escalator to put in UDK and I decided to animate it. I never do animation stuff so I don't know how to get the animation to work inside UDK. Right now my escalator has 19 steps, and I animated all of them using a path I had placed earlier and then just setting it to "Path Constraint"…