I would unwrap the pilar and texture it properly. You don't want the GPU having to do 3 draw calls to render one pilar! Tiling textures are not there to be lazy! Generally, when an object has it's own texture, then the normals will come from the object, baked into a texture. When something like a brick wall, or a grassy…
@fredriklars thank you! I have a set of decals (with POM) planned for the terrain, I'll try to add them after painting the landscape or in next stages and see how it looks @aumramaram well it takes me a few hours up to a day tops for most complex stuff until I go to texturing since I skip high/low/baking and just model the…
Off the cuff, 2 UV maps with non overlapping seams, blended via vertex color data guiding a secondary "coverup" texture, blend it using some sort of noise so it doesn't look bad. A suggestion would be to set it so that you have a primary UV for the main rock texture, and have the UV offset randomly based on object ID or…
Speciality: -Low poly model for videogames. -Hand painted texture. -Characters -Props Portfolio: https://www.artstation.com/artist/diegomeza Contact, E-mail and Skype: mantecado@gmail.com Low poly character "Demolition Goblin": BPR/Hand painted texture. model Low poly character "Alistar": Hand painted texture. model Low…
Hello there I am Modelling this Asset, for a Small sized prop what size texture would be used and how many texture maps would you use. Because I'm trying to bake the high poly onto the low poly and am finding on the high res it is capturing the edges better. Link to Assets:…
so have been working on this for a while, but was mainly procedural textures. So if i wanted to bake them down in to textures for a game engine, what woud be the best approach here the archway has around six unique textures. should i join all the elements together and have six multi sub textures or make 1 big texture sheet…
As poopipe brought up: pixel density is the most generally used approach in determining texture resolution. For instance, whereas a third-person type of game might do with a 512x512 texture for 2x2 meters a first-person-shooter might need either 1k or 2k textures to cover the same amount of space. The height and distance…
When you have faces on your mesh that can use the same texture as another piece you can take those UVS and overlay them to use the same texture space in more than once place. For example, the sleeve of a character's jacket might be a place to only paint one sleeve on the texture, and overlay the UVs of both sleeves on the…
Fist of all, my workflow: I sculpt my highpoly model in Zbrush, then I polypaint it with the realistic textures (via spotlight), then I export HP model to xnormal where I bake "Highpoly Vertex Colors" into diffuse map. My lowpoly model is of course properly uv mapped. Now the question: Did any of you guys find a way how to…
Im trying to use render to texture to texture in 2012 and I have never had this problem in the past. Everything im rendering out is saving out dark! Here is the basic setup. I have an object thats textured, and I want to bake that texture out. I even just made a sphere and slapped a default bark texture on it. I want to…