Hey All, I'm looking into ways to most efficiently handle a large amount of tiling environment textures that will be shared across a large amount of environment objects. What are the best ways to tackle this? I'm currently mulling over packing 512 textures into an 8k atlas. This would give me 256 different textures to work…
This semester I was able to choose a game development project so I am making all the art for a project be it restrained. Anyhow heres a new model and texture ( the model is losely based of friends model but with quite alot of modifications). The model weighs in at 1700 polies and 1 512 texture map no bump, normals or…
I'm working on a project with very limited texture space for a large object. I can have one 1024 map and one 512. One needs to be diffuse and the other for normals. In the Infinity Blade talk at GDC, they said that they used large normal maps and small diffuse maps for their textures to maximize the detail for a small…
Hi guys I am trying to create a fish eye lens effect with a strong blur but am having some problems with my end result. The necessary distortion is happening but it is very pixelated. At first I was using a 512 texture for the fish eye distortion and thought that might be causing it but when I raised the resolution up to…
Hey guys! I'm sorry if theres been a thread posted here before, I'm relatively new to Polycount and I don't know where else to ask. Anyway, on to the fun stuff. Is there a way to take a snapshot of half the UV sheet? I use Maya 2015. I'm trying to snapshot a 512 x 1024 UV sheet, but Maya keeps compressing my UVs. The First…
Thanks again for all the good words. Irritant, hehehehe. Actually I think depending on the type of a game, 5000 polys to be constantly in a first person view, is a good investment in my opinion. Especially if you are not using normal maps. In all of my weapons, I just use a good ammount of polys where needed the most, and…
nice to see you keepin it improvements with every new one, not to keen on your cobbles though, there ok but much too clean and look more tiled than they actually are, id say its probably cos there isnt enough variation in the cobbles, you probably dont need any more variation in form but you only have three different…
I would ditch that entire mess you've created on the helmet to create the inset for the helmet. You could get away with making the helmet hexagonal like its wireframe profile suggests and just paint in the inset and save yourself a bunch of tris. I'm not opposed to the major silhouette changes that you've made, but the…
Hi guys, Doing some tests in Zbrush this week and I ran into an issue. When I export my depth map from Zbrush it wont tile as the lighting is different on the edges of the texture. I have done this several times already and its worked in the past. Can anyone let me know what im doing wrong. Here is my rendered texture in…
Figured some folks would be interested. "Midway and Epic Games have released the system requirements for Unreal Tournament III. According to an announcement made today, the multiplayer first-person shooter will run best on a machine with a 2.4+ GHz dual-core processor, 1 GB of system RAM, an NVIDIA 7800GTX+ or ATI x1300+…