For models like this where there are a lot of overlap, there will be wasted space on the UVs whether you use floaters or not. My way will have hidden pixels on each board for each overlap. Splitting everything off will probably have more wasted pixels if you want your textures to have an appropriate amount of padding…
Well the last two weeks I have had family visit and some car issues to sort out so I have fallen way behind my deadline. Been working on UV mapping this sucker and its hard. Hopefully I can get good seamless texturing using substance painter, so I have been focusing mostly on pixel density and minimizing stretching. I…
What didn't work? What you're seeing is pixel padding. Its a good thing, There is no reason to try to "get rid" of it. It helps to avoid errors when the texture gets sized down (mipmapped) in game. If anything you should raise the pixel padding so it fills in the gaps. Apply the normal map to the actual mesh and you'll see…
I use cinema4D for non realtime renderings, UDK and unity for assets, mainly UDK So PNGs are smaller but the format compresses the image worse ? TGA handles mipmapping better so pixels dont get disorted as much when scaled I read out ? I dont quite get the transparency >< alpha thing Could you explain it a bit more visual…
Theres no real way to create lods for grass since there mostly alpha cards anyway. Plus the engine won't LOD to a less expensive version if the polies aren't less than 50% of the previous mesh. One problem could be overdraw if you have a lot over overlapping alpha pixels. Easiest way to solve this is contradictory to the…
Here is some work Ive done the last days A simple scene filled with props, still lacks some props and Im now starting on the lighting and mood for the scene. Main goal for the project has been to build a complete simple scene with correct pixel/cm and making a good render in a game engine using minimum ammount of texture…
[ QUOTE ] Nice work m8, great consistent pixel density and the overal ambience works really well. Those statues have a great atmospheric aged bronze quality to them, great to see such continuity between all the assets but thats what comes from either having fewer people working on them or people who can work well together.…
Thanks for all the interest. We have nailed down our concept artist and 2d background artist. We still are in need of someone for our sprite animations. If you are interested, then an email with an example of a few frames of animation will help much. A human in our game is 100 pixels high and 40 pixels wide, so there is…
The normal map as it is right now. There are a couple of obvious errors resulting from intersecting geometry, namely the protruding dish and the flip screen on the right, but it's the pixelation on the floating geometry and the black edging on the dish that's bothering me. I went back to the low poly mesh and beveled the…
A texel is a pixel in 3d-space. So the only thing relevant is the size of the pixel in uv-space of the model and the size of the model in 3d-space. The amount of textures is irrelevant as long as you don't want to calculate something else. When this is clear and you can calculate it by hand you can use a calculator to save…