Hi everybody! I already read many posts on this topic, that there is no perfect number for texture sets about game characters, but I feel like I'm abusing it too much.
My aim was to have 2 4k sets, which is what I tried at first, but i was losing too much detail from the sculpting. After several tests I endend up with 12 2k texture sets, every one of them grouping from 1 to 3/4 pieces. Is it really too much for a game main character? I am a junior and my aim for this project is to make the best portfolio piece I can... but on the other hand having a real taste of making game characters, without the loss of details I got with 2 4k maps.
There are still few bits missing, like chainmail and weapons. I think the unwrap for every piece is ok as I really spent some time for every piece, so I don't think that's the problem but I can post the uv sets if needed. Is this fine, having all these sets? Every C&C more than welcome please.
Replies
Twelve materials does sound like a lot. I think if you download the free paragon characters from epic you will find most have two to five materials per.
You also could use 1x 8192 texture sheet for all your maps.
http://wiki.polycount.com/wiki/Texture_Baking#UV_Coordinates
Don't worry too much about optimization. Just work within reasonable limits, and most importantly make it look awesome.
Then, yes absolutely edit the maps. In p hotoshop or substance. Most maps are multipurpose. Want to get dirt in the cracks? Use your AO as a mask and use levels or curves to adjust it's range. Just one example.
It's art so play around and have fun.
Anyway, you can find a million usages in all the easy to find tutorials from the software websites. Many you will understand intuitively just by trial and error practice. Principle to keep in mind is that you ain't building a house, you making art. Workflow should allow for redo, and experimentation. That is the right way to work, especially if lesrning. Between a and b is like a spiderweb of possibilities.