In a burst of year end productivity, Blender 2.55 was released to the general public with 400+ bug fixes last night. Two hours later, Blender 2.56 was released with at least one new bug fix. I'm not sure what the issue was that cause the second release, but I'm glad to see them jump on it. It makes me happy when tool…
Maya's UV window is resolution independent, so there is no way to just set it to 256 pixels. What you can do though is a little bit of math to figure out where to put the grid lines. Take your snap size and divide it by the total texture size. For example if you have a 2048 map, and want lines every 256 pixels do 256 /…
This is a project I've been slowly working on in my downtime over the past few months. My goal was to create an entire environment using only one small texture sheet. I gave myself the subsequent set of arbitrary rules just to help focus my asset creation:Use one 256 texture for the entire scene. Every vertex must be…
hey everyone been working on this on and off for quite a while :) it was about time to wrap it up and move on though. it was just a fun thing for me to push pixels around when i was bored at home or had a few minutes to spare. thats why i never set myself a deadline for it. the model and uvs are by bobo and can be…
Hi all, I work at a simulation studio that does simulation for coal mining and we work with Unity3D. Draw-calls seem to be a huge issue with this package so we decided to consolidate several textures onto bigger texture sheets. Some of these textures still need to tile so my question is this, in a 1024, 2048 etc can I add…
Hi Polycount! We (3 friends) have started a project for an open-world single-player survival game for Android/iOS, and I'm working on the 3D assets. Any advice/comments would be really helpful. I'll update the thread weekly. Burning Barrel : 512*512 Base Color 256*256 Roughness/Metallic Texture 512*512 Emissive map 537…
Looking good so far! You can correct me if I am wrong but I think your Texel Density is off or miss worded? If you your goal is to use 256 pixels per meter or roughly 2.56 texels per pixel and you are going to use 2048 maps you would actually have 20.48 texels per pixel. Basically a higher resolution then expected. This of…
Hey to all, I was looking the Wiki, and following this link: http://www.cgtextures.com/content.php?action=tutorial&name=cubemaps, and am confuzzled by a few things. I wanted to know if there was a way to bake Cube-Maps in Max which are in a horizontal layout following the nvidia output format? I'm not too savvy about the…
266 Faces, 528 Triangles, 256 x 256 diffuse map, 12 kb in size. Going for old school style with severely limited palette. That guy is brilliant LaPeren, really liking the monochrome feel.
I know no body really develops 3D Games for Windows Phones, but I worked with a tiny development firm and I was leading the bench marking before the project was scraped. We were able to solidify the fact that any windows phones (the newer ones can tremendously exceed these numbers with the new hardware), including the very…