Hi all, How much textures are too much for modern PCs given the new lines of GPUs in the market going with 2gb + video memory. Basically lets say if I have 8 1024x1024 textures in one map how much of a performance hit you will get from it. Note that everything in the map is made out of these textures only.
Hey, So I've really sort of jumped into the deeper end these last couple of weeks and I'm trying to learn as much as possible that's used in the industry and looking around I haven't really found what I've been looking for so I thought I'd ask it on here. So my question is which is the correct approach to texturing a…
Hello All, I'm working on a game with buildings that will have interiors and exteriors. The plan at the moment is to build it using a modular approach where the inside and outside walls are one piece. I would make several types of wall sections and connect them in Maya and build other buildings with the same kind of…
One thing to consider when doing these sort of photos is really how you can keep consistency between the various levels. What you have now looks like random photographs taken in various places. Try to think about it this way: each shot should have the same type of dirt, same type of grass, etc etc. Build it in layers,…
Hey again, there are many things that you can do here in order to achieve the result that you need: As I mentioned above, the image will look blurry in the 3Ds max viewport if the texture size is low resolution, and you really can't do anything about it. You need to render out an image of the model too see how it will look…
About your workflow. One of my biggest pet peeves working in the game industry is getting a hold of a texture someone else worked on, and having layers erased, or painted on and collapsed, etc. The BIGGEST thing for me is non-destructibility. Instead of using the erase or delete keys, ALWAYS use layer masks. Instead of…
Runover process of Custom COPs node to create variations of tileable stones (Height and Normalmap) Takes time to get a concise and believable normal vectors and flow for rock/stone textures. Therefore, I created a node that does that plus a few more post processing to ease my job on creating these. The rest, color,…
Looking for a texture artist for an Unreal Tournament 2004 map I am creating for a portfolio piece. I am a level designer, and can do some modeling and texturing, but would prefer to spend more time on scripting/lighting/emitters. Once the map is finished, full credit would be given, including links to your…
Hi there! I'm a student trying to achieve a Halo/Star Wars style look with my textures for my project, but if I'm entirely honest I can't even see where to start with it! Anyone have any suggestions on getting a good metal material, something very sci-fi? Also, I have a fairly large building that needs texturing and I was…
Basically I am trying to project a texture onto a mesh based on world space.. which works fine. I'm able to add by a negative constant to control how much of the texture is projected onto the up-facing geometry normals, and multiplying by a constant controls how intense the effect is. The problem I'm trying to solve is how…