I have started planning a texture layout for a building, and I am aiming to keep texture lookups (and thus draw calls) as low as I can, with horizontally tiling textures. For my needs right now, I have 2 1024*1024 textures, one with a tiling wall section and one with a bunch of different paneling & trim pieces (think sci…
Hello I´ve discovered something really odd in the latest version of dDo. My photoshop version is CC 2014 summer edition (latest). The bug is as follows: When creating a new project, you HAVE to set the TD to a value that is power of two. If it isn´t power of two, then smart materials get really, REALLY miniscule tiling on…
towards the back of the scene it will be filled with a green smog to make the viewer focus towards the front hopefully that will help. Well right now I am using 4 1024x1024 maps and a 2048. one of the 1024 and the 2048 maps is on the truck I would like to keep those as detailed as possible since I plan on making that my…
Yup that is the one, didn't really show any links because i wanted people that are interested in the design to seek it out but i get i should have posted links to the artist and the concepts to make it easier on the viewer, my silly idea was to give them traction by just mentioning them and the name of the design. It was…
Since January 2024, I’ve been working on a #Viking #Fantasy #Environment. Here’s the latest prop I created a detailed #Door texture, fully ready for #Unreal5. It was made using #Maya, #ZBrush, and #SubstancePainter. More props coming soon, stay tuned!
I agree with you Earth Quake. Whenever I work on something I prefer target res as well. Anyway I think that people (and myself included) use x2 or x4 instead of x4 and x16, because most of the time we say a 1024, 2048 or 512 texture. Therefore people only take that number in account and multiply only that. So a 1024(*1024)…
Being below 1000, I don't think you should really optimize it (although I do agree that they are wasted), but I would spend more tris to make it look better in first person (which I think you should take a screen shot of :P ) I'm a bit perplexed about the texture size though, as I've seen most weapons models on here using…
Oke, I tried changing it to 256/512/1024 and the sizes of the boxes to 16/32/64. It works for all the patterns except the 3:1 herringbone ones. Since the length is 3 times the width, they are 48 by 16. If you divide 256 or 512 or 1024 by 48 it'll give a result with .333 or .666 which will make it impossible to make it…
hi, created a zsu-23/4 shilka. i think the texture is a bit on the busy side though. but i want other peoples opinion before changing. polycount is 7400, textures are 1024 diffuse, 1024 specular, and 1024 normal.