Typically, computer chip math handles things better with multiples of 16... so 16X8=128, and 16X32=512.
Originally Posted by Barnacles
At least thats my guess.
Bitmaps on wikipedia
Originally Posted by Gareee
Bitmaps on Wikipedia.
Okay your comment lead my mind all the way here. I think this is what its all about.
In typical uncompressed bitmaps, image pixels are generally stored with a color depth of 1, 4, 8, 16, 24, 32, 48, or 64 bits per pixel. Pixels of 8 bits and fewer can represent either grayscale or indexed color. An alpha channel (for transparency) may be stored in a separate bitmap, where it is similar to a greyscale bitmap, or in a fourth channel that, for example, converts 24-bit images to 32 bits per pixel.Thank you for your replys and thank all the Pixologic team for just being the way you are. Tutorials, help, everything about you guys is positive.
Last edited by Barnacles; 07-02-12 at 06:36 AM.
Thats talking about depth, not dimensions. Some applications handle image sizes better if you stick to the multiplier sizes I mentioned. If you are not sure, its always a safe bet to use them just in case.
(I usually do, but now more out of habit than anything else.)
Last edited by jibberishballr; 07-09-12 at 05:44 PM.
Nice tuts Michael. Thank you very much!
Originally Posted by Pavlovich
Have a question for you. How do you reconstruct the subdivision history? Do you make copies of the objects before merge them? And then use them to project the details when you group split them back?
Thanks in advance!
pavlovich - you can save your subdivisions when merging subtools - only check that they have the same number of subdivisions
Awesome tutorial guys, thanks!!
Is there any advantage to using modify topology via zphere to create the chin strap as opposed to extracting a subtool with the mask pen?
there's a number of ways to get new geo with something simple like a chin strap (curve snap surface, topology brush, mask / extract, ZSpheres, etc...), and all of them are valid. It kind of depends on how specific you need that geometry to be. Extraction can work nice if the underlying geo is about what you need to begin with, but you can run into some cleanup situtaions sometimes. Curve snap surface is super fast and editable, but you might have a hard time getting a clean line across an axis of symmetry without merge and weld (which is ok). The topology brush is fast as well, but if you need to bridge any gaps (say, you don't WANT to follow the surface exactly, and want a straight line bridging two distant points, like a strap connecting a sword to a belt), ZSphere topology geo is the quickest way to get that.
In the case of the chin strap, if the topology brush would have been available at the time I would have used that, but ZSphere topology is quick as well, and you get guaranteed nice geo and creased edges; in the case of this particular chin strap, clean geo and creasing is important, but in other cases, a quick mask and extract > dynamesh works out the best.
Any chance these will be updated for 4r6?
Hi, I'm working through these videos, and it seems that the way dynamesh works to split groups has changed in 4r6? I'm using slicecurve to split off pieces of the model, but not getting the same results as in the video.
Any help would be appreciated, Thanks!