Haha, thanks mannn XD Yeah I'm trying to keep this low poly - according to our guidelines I could technically use up to 500 tris on this prop, but this particular concept looks fairly simple so I don't think I'll need much more than 100 - I'm hoping to make this pop through the texture. I have a question about texturing. I…
danshewan: Thanks for the comment, the logo's etc are purely for promotional reasons, it never hurts to promote yourself and it would be silly to not add your signature to your work as the work can always be tracked back to the artist. Maps are at full resolution as well, they're low res but making them any bigger will…
yup, totally engine dependent. The ones that let you do that normally require it to be the same aspect ratio. So if your diffuse is 512x512 your alpha shouldn't be 1024x2048, one will be scaled to fit the other (normally the alpha will scale to the diffuse) which can cause artifacts when things are mip'ed. If you're up…
those dips are showing up because your cage / reference mesh is too low poly. when you process your normal map, meshsmooth your low poly mesh 2 or 4 times (the reference mesh to the highpoly). That way, you wont get as many of those funny "dips" you got in your normal map. You can either nuke those meshsmooths or just take…
after it is in your game or render if you saw that it is taken up such small screen size that multiple triangles occupy the same pixel then you could reduce it or create lods. There are ways you can measure what performance impact a thing has and making those measurements is faster than redoing your work. So, it makes…
even if you author at 4k and the level of downsample is not having a negative effect, you can export from say substance or what ever and do the downsample there, or most of it there, and not within the game engine project files to save project space. Authoring and importing a 4k set for something that's likely going to be…
Project UV from the plane to those small objects . Bake object /world space normal map. Apply it on the plane only and re-bake it to tangent space . Not a single click although . Also you could just double the plane, select the original, shift it a bit and use the rest as hi poly object plus another copy of original plane…
Dude Alberto this is looking sweeeet~! I'm loving to art direction of this and I agree with Oniram on the things he said. Couple of things, the normal map on the white brick looks a bit noisy/pixelated, i also might tone down the ao in the cracks it looks a bit dark almost outlines the bricks in a way(could just be my…
I use this for 3dsmax: http://www.raylightgames.com/xrayunwrap/. Costs a few bucks but is money well spent. Makes the unwrapping so much easier, more intuitive and time saving. I also recommend you get tex tools so you can normalize your uv islands (get even pixel density across the whole model). Also make it a habbit to…
I disagree. Triangles are cheapest way to improve your model, and are least important resource you have. If you can reduce shader (material) complexity by using more triangles. Do so!. If you can can reduce amount of textures used by increaseing tri amount. Do it! If you can better normal map, by adding more triangles. Do…