Protoss Immortal WIP 20 Thank you everyone. Did what I could to lay into a more defined and readable material read. Thank you to Dylan Mellott for helping me reassess how I layout my textures at the beginning. Thanks to Matt Waggle for additional feedback.
Hrmmm you could try doing this kind of guide layout for a 1024 sheet and set snapping to only snap to guides. There is the CTRL + SHIFT + T move your til with the arrow key then press enter then everytime you press CTRL+ALT+SHIFT+T it dupes and moves the layer
The layout you chose is definetely the best of the 3. The reason is the forground background contrast as well as overlapping form which create depth while the other two looked flat. Also, mabye check swamp images if that's actually what you are going for and think about how to convey that on this skin.
Nice the breads looks really tasty and it's cool that you share you layer layout. The squirrel is very quite, i am curious how your texture will look like. The boating scene could be interesting, will you make that stuff engine ready? I'll give this cottage a shot
So I finally got around making some layouts for this prop. Here they are! These can also be viewed on my portfolio site as well. I didn't use the gloss map because Marmoset doesn't support it, but I made one along the way so I wanted to include it.
Haven't read the whole thread yet, but just a quick question... Are multiple uv-layouts supported now in the game engine (before just 2 were supported)?? Are shadows now working properly even when you don't use spot-light? (also regarding the ggame engine...)
I love your block in. Did you use an BSP first off or just jump straight into modelling? I struggle to layout a level and block stuff in really need to research in some good techniques for it. I find I will start something not like the look of it and trash it haha
Here's a basic blockout in Max. Not quite sure if I'm settled on the layout quite yet, I think I need to move a few things around. I'll probably be doing a paint over next to concept out my ideas more before I start modeling the parts.
Im not sure if I can say this with MUCH confidence, as the crash seems intermittent, but ive tried using an old project that was 2048x2048 and it didnt crash. Could possibly have something to do with it being a non-square UV layout? or being 4096? Im not sure, kind of grasping at straws.
All these suggestions require a whole other bake though correct? Edit: I just remembered something also. In general, the more space I have on my UV Layout the larger I can make the UVS, which boost the quality of the texture right? It increases the texel density?