But I have encountered a problem, the way I did the uv was by laying them out in two 2048x2048 spaces and then placing them side by side of one another therefore creating a 4098x2048 texture map, but the problem I seem to be having is that UDK cant support over 2048x2048 maps yet it did import the normals fine at 4098 just refuses to import the diffuse. so my question be is there a work around?
here is a quick mockup of the uvs for an example of what i mean
But I have encountered a problem, the way I did the uv was by laying them out in two 2048x2048 spaces and then placing them side by side of one another therefore creating a 4098x2048 texture map, but the problem I seem to be having is that UDK cant support over 2048x2048 maps yet it did import the normals fine at 4098 just refuses to import the diffuse. so my question be is there a work around?
here is a quick mockup of the uvs for an example of what i mean
Maybe it's because your 2048x4098 texture doesn't have the right dimensions, it should be 2048x4096 (2 times 2048 ).
That's because you're offsetting in two directions. If you limit it to one direction it won't move the tiling texture over along the grain, which is causing the 7-looking angle.
@DiggityDerr: I like the crooked look for the roof of the second building, but the textures seem a bit repetitive. Either mix it up in PS or add decals to brake the pattern,. You should also consider adding distinctive details for the bottom and top of the wall. Hope it helps. Good luck and have fun!
Freakin awesome work in here since i last looked guys! @Sorken in particular - beautiful scene dude, Cool characters and a nice old west scene comin along too.
Nice work Dan! Are the textures on the guy WIP too? I think you can push the materials differences some more. Kinda hard distinguish what's what right now
Excellent Jun, hes got some attitude going on forsure Robbiek1000nice forms bro, I think maybe you could work of getting the upper lip to supersede the lower lip around the edges, kind of just a taste thing though
I like it senior garriola, very detailed
quick X-post from my thread http://www.polycount.com/forum/showthread.php?p=1633412#post1633412
The concept is basically to offset the texture with a Bump Offset node (also known as Parallax), then darkening it with a multiply node, and then adding it underneath the original texture with a Lerp node. It doesn't handle corners that well, so I'm wondering if multiple stacks of Lerp might help with the illusion but I'm worried about the drawcalls. Also, I'm not sure if this is more efficient than just stacking two planes, I'll have to do some testing.
Here is the shader graph if you're curious as to how it works:
forgive me if I'm wrong, but wouldn't it be cheaper to just add polys than using paralax for simple geo like that??
Dan: love him, great shape and gesture. but the shading is uber bad. don't know if it is on purpose but it looks super oldschool like the first games with normalmaps in them.
Kurt Russel Fan Club: i'm totally part of the Kurt Russel Fan Club Fan Club, sweet work dude!
put a bit more work into the speedsculpt from my last train rides. wish i had more time for personal pieces, had so much fun on this one. Worked basically on proportions and shapes to match the concept better.
Awesome stuff on these pages,always inspirational!
Ravenslayer : cool alien,i like the illustration as well,looking forward to see it done in 3d
Texelion :really like the design and all the details,really well done Dan! : awesome character,though it's a bit hard to read his shapes with that shader and speculars,but i guess it's still a wip so it will turn out great in the end :poly121: Dylan Brady : really cool character ,dig the costume design
put a bit more work into the speedsculpt from my last train rides. wish i had more time for personal pieces, had so much fun on this one. Worked basically on proportions and shapes to match the concept better.
Add the Bird!
Aaaand here some stuff I do... For an internal project.
Starting to work on tiles for my adventure 2D game.Still need to tweak some colors any critique is welcome.
Inspired by terraria and minecraft.
The colours work well, the only thing that stands out is the sharp line on the grass - is it a technical thing, or could you add smaller blades to roughen it up a bit?
Am working on a 2d game myself again having abandoned for a while, due to the event system getting far too complicated, so have returned with a fresh head after a leave of absence.
Replies
But I have encountered a problem, the way I did the uv was by laying them out in two 2048x2048 spaces and then placing them side by side of one another therefore creating a 4098x2048 texture map, but the problem I seem to be having is that UDK cant support over 2048x2048 maps yet it did import the normals fine at 4098 just refuses to import the diffuse. so my question be is there a work around?
here is a quick mockup of the uvs for an example of what i mean
started working on my Spacemobs illustration myself
My Mixamo's Necromancer :
Low:
High:
another speedie sculpt.
And working on one of tacits lil dudes
Maybe it's because your 2048x4098 texture doesn't have the right dimensions, it should be 2048x4096 (2 times 2048 ).
That's because you're offsetting in two directions. If you limit it to one direction it won't move the tiling texture over along the grain, which is causing the 7-looking angle.
Cross-posting from my island thread.
Working on textures.
And Another
These are just quick renders in Maya.
Quick sketch of some new helmets I'm gonna make:
@Sorken in particular - beautiful scene dude, Cool characters and a nice old west scene comin along too.
Just done a sculpt to keep me active today.
Cant wait to see more from the WIP guys
nice !
Robbiek1000 nice forms bro, I think maybe you could work of getting the upper lip to supersede the lower lip around the edges, kind of just a taste thing though
I like it senior garriola, very detailed
quick X-post from my thread http://www.polycount.com/forum/showthread.php?p=1633412#post1633412
our dungeon crawler project is still alive, would like to show you some progress screens.
Gameplay video will be here soon.
Enjoy
Jon
and Jun I love that head sculpt alot of realism =D
making a new base mesh for some sculpting - generic handsome dude take 1
Got to say, that the details are coming out nicely. Is this a professional project?
X-Posting of course http://www.polycount.com/forum/showthread.php?t=101469
forgive me if I'm wrong, but wouldn't it be cheaper to just add polys than using paralax for simple geo like that??
Inspired by terraria and minecraft.
Kurt Russel Fan Club: i'm totally part of the Kurt Russel Fan Club Fan Club, sweet work dude!
put a bit more work into the speedsculpt from my last train rides. wish i had more time for personal pieces, had so much fun on this one. Worked basically on proportions and shapes to match the concept better.
I love this a lot.
Ravenslayer : cool alien,i like the illustration as well,looking forward to see it done in 3d
Texelion :really like the design and all the details,really well done
Dan! : awesome character,though it's a bit hard to read his shapes with that shader and speculars,but i guess it's still a wip so it will turn out great in the end :poly121:
Dylan Brady : really cool character ,dig the costume design
keep rockin' people :thumbup:
Add the Bird!
Aaaand here some stuff I do... For an internal project.
http://www.polycount.com/forum/showthread.php?t=101667
Work looks good dude!
I have been working on this fella today, I hope you like him.
saw it on facebook.. love it ! please texture it !
The colours work well, the only thing that stands out is the sharp line on the grass - is it a technical thing, or could you add smaller blades to roughen it up a bit?
Am working on a 2d game myself again having abandoned for a while, due to the event system getting far too complicated, so have returned with a fresh head after a leave of absence.
HTML5 / Canvas Demo here.
[ame="http://www.youtube.com/watch?v=__S1C78elRM"]Kung-Fu Turtle game in progress. - YouTube[/ame]