[COLOR="rgb(0, 255, 255)"]SHOWREEL PIECE 2 MODULAR ASSETS[/COLOR] For the second piece i wanted to demonstrate my ability to make game ready, modular assets with reasonable polycounts, reasonable texture resolutions and completely tileable. I have currently nearly finished 2 buildings (with the possibility of being several…
Thanks for all the input. AdamBrone: The use of 1024x1024 was a quick decision. I was going to break it down, but for some reason I didn't. If I had a time machine I would have done 4x 256 textures. Cholden: Yes I do have some overlapping mirrored UV's, but I'm not following with the ability to nock it down to one 256…
Hey I already have been working on this in my sketchbook, so I dont want people to think im overbumping this or anything, But I want to get alot more crits on this current model ,my goal is to REALLY improve my painting , I still need to fix some minor things that johny and polyhertz told me (fingers/ back) Anyway my goal…
Currently the stereo settings are only for preview and do not render into the final images, sorry for the confusion. How you set up your uvs is entirely up to you. There is no need to use two uv sets/texture maps if you want to use two separate shaders. There are a few ways to use the skin shader: 1. The simpliest is split…
Thanks for your suggestion. Yes I think I finally have to work on it manually. Because UVW X-form can re-size the UV from 512 x 512 to 256 x 512. And it is working fine unless I assign one single unwrap for both elements, I mean one square and another non-square. One way or other, both UV's must be of the same dimension,…
275 here also, had some weird drawing errors in the viewport with max using direct x 10 but those issues are gone using either open gl or dx 9. No complaints other than that dx 10 issue, I don't think the 295 is worth it, would've bought 285s but there weren't any available from the manufacturers I was looking at and the…
Those are the triangle counts allowed for the lod0 and lod1 models. LoD0 is used for character portrait view and promotional images, lod1 is the resolution used in the game view. Both lod models use the same texture. From Anti Mage's Head requirements we have: LoD0 Triangle Limit: 350 LoD1 Triangle Limit: 250 Which means…
Ok, made new model with all the stuff I learned so far. I exported the object into the UDK and it seems fine. Only problem is that I had to up the lightmap resolution to 256 in order to get rid of the shadow problems. Is 256 sized lightmap too big for model of this size? Also a question about collision model. What is the…
I don't think for Specular you would need to go over 100, but for a specific case, I recall that you need to set your Gloss to 256 or 512 (not sure which number). This had to do with MR and something about them removing shaders akin to the ones found in Iron Man causing some issues with other materials. Again, extremely…
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…