Hello, Currently doing some mod work on pvk (www.pvkii.com) I have been working on the assasin for around a month and would like some feedback. There is no specular or texture normals and alot of the texture is base colours still. Thank-you. 1x 512 (face, will be 128 or 256) 1x 1024 1x 1024 (maybe 512) around 5k triangles,…
Its been a while since I've posted anything. I'm currently working on some new portfolio pieces, and hope to be submitting for my first job. I ran across this 3d modelling test from Simutronics that I plan on submitting to them, and I'm looking for some feedback. I still have seams to fix, and I'm not to sure about the…
Longtime PC lurker, about time I posted some work. Here is something I've been messin with. I've done practically no hand painting when it comes to textures. This was, essentially, an exercise for such techniques. I'll post some marm renders hopefully next week. 1150 tris 512*body 256*head, although for the p3d I baked…
Hi, I have got a constraint of 512 px/m for the texel density. I have came across many good articles but I still cant understand this. The thing is I uv'ed the entire mesh to that density but when I go to pack it its bigger than the 0 to 1 uv space. What do you do to tackle this problem any insights will be greatly…
didn't manage to make the time to finish this one before the comp ended, but I have kept working on it over the past week or so as the hours present themselves. Its still in progress, but should be done soon. Its 1710tris and a single 512. Under spec of 2ktris and 512s. Image is Unlit, ie texture only. Thoughts and crits…
To get texel density don't you just do this: (MD * TD) / YTR = How many times you tile MD = 3D Mesh Dimensions (lets say its 2 meters) TD = Target Density (what your going for per meter, lets say 512) YTR = Your Textures Resolution (Lets say you have a 256x256 texture) Then you would just do this... 2 * 512 / 256 = 4 You…