HiI read that the most common texel density for the games are 5.12 for TPP and 10.24 FPP. I've been using this parameters for a while on 2k/4k textures and I'm not sure if i'm doing it correctly. Am I downscaling the textures actually and should the UVs have 20.48 density on 2k textures etc? I also heard that you should…
Just use shadowbox, it can produce pretty detailed results if you divide the shadowbox itself to get higher than 512 in the "resolution" of the shadowbox.
Those textures are 1024 and 512? Man they look like 128x128 and 256x256.... Definately no reason for large textures like that with the amount of detail you have there.
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…
'There is no easy answer' really is the answer. You have mostly answered you own question. 512 pixels per meter can look great, but you can't texture everything in a big world at that level of resolution. Many games/teams texture stuff such that things that are likely be be near the camera use a high resolution (e.g.…
Ey up, I decided to try and work on a prop instead of a character for once and hopefully get it into the Unreal 3 engine to see how well it works. This is what I ended up with: (Rendered in Marmoset) It ended up at about 780 tri's with a 512*512 map, however my knowledge of poly limits for environmental assets isn't that…
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…