Always enjoy seeing pieces like this man, really nice.
I also like the style of it, seems a bit bulkier... more stylized which really adds some character to such a "well known" object (see these trucks in many ww2 games).
looks cooll dodgeas,k tell me this,how much do you use 3ds max here for processing your normal maps? i believe u have also used zbrush in your pipeline,so some maps should have been processed form there as well.
What edge padding value u use when generating the normal map from 3ds max using RTT?or do use any third party plugin?. Looking at ur normal map,it looks like the UVs are tightly placed,with out padding.Is this fine as far as the mips are concerned,if they are used in unreal.
Vj_box > acutaly i use 3dsmax for baking normals RTT, all maps i process using 3dsmax (final render for GI and ambient occlusion baking, i get best results with it), normal maps using deffault scanline. Edge padding i use 4-8 (2048 map 8 pixels of padding), placing maps in uv space i leave spaces fort padding, so no seams appear downscaling maps or even in unreal engine.
Thanks!
Thanks for the wires/texture sheets too awesome stuff.. Quick question.. So, did you rescale the textures down to 1024? I think this is what confuses nooblets. I see 2 textures at 1024x1024 which is two 1024 sheets shy of a full 2048x2048 texture space. So are the textures you posted at final game res at 1024x1024 and you were allowed 2 of them?
Dekard > sorry for confusion. Actually working (psd) is 2048x2048 (as MR renders, each dif, spe, nor.), and in game (real-time down-scaled to 1024x1024- each). I just combined these normal and specular maps to 1024x1024 sheet not to have them separate ti preview. All textures are 1024x1024 size! (Difuse -1024, spe - 1024 ...etc)
Hey man, would it be possible to post your texture maps for both versions?
I'd like to see them. Also do you have any in-game screenshots of it? Cheers!
Replies
I also like the style of it, seems a bit bulkier... more stylized which really adds some character to such a "well known" object (see these trucks in many ww2 games).
nice man
I am eager to see them as well.
Vj
What edge padding value u use when generating the normal map from 3ds max using RTT?or do use any third party plugin?. Looking at ur normal map,it looks like the UVs are tightly placed,with out padding.Is this fine as far as the mips are concerned,if they are used in unreal.
Thanks man!
Vj
Thanks!
I would also like to see some of ur other works,if possible.
Cheers
Vj
vj_box > sure! i just need to PIMP some screens
Thanks for the wires/texture sheets too awesome stuff.. Quick question.. So, did you rescale the textures down to 1024? I think this is what confuses nooblets. I see 2 textures at 1024x1024 which is two 1024 sheets shy of a full 2048x2048 texture space. So are the textures you posted at final game res at 1024x1024 and you were allowed 2 of them?
Hey man, would it be possible to post your texture maps for both versions?
I'd like to see them. Also do you have any in-game screenshots of it? Cheers!
Here is dif + spe 25% original size