To flip individual channels, hit the lil cogs icon next to "Normals" in your last screenshot. Y should be green unless you're mistaken. Please be patient while I practice my gas lighting effects. As for the idea itself of using non-square textures generally, TIL it's no longer a bad idea to do as long as you stick with…
hi I ve read in Youtube's channel about texel density... could be possilble in TexTOols the same formula (extracted from a comment in youtube ,etc) calculation of TD : TD for 2048 is 20.48 ( 2048 px / 100 cm ) TD for 1024 is 10.24 (1024 px / 100 cm). TD for 512 is 5.12 ( 512 px / 100 cm) Text ools use meter right ? Meters…
hello. just wondering if you guys could give me a little advice. i have 2 maps for a character(about 5000 polys). i want to paint in a lot of detail. i'm just wondering if you guys recommend using 2 512's or two 1024's. this model is just for show. it's not going in a game or anything. just portfolio stuff. thanks fritz
Hello. I made a model of the sword in Mayа (it's long). After that I've done a UV, it would be logical to make it with a texture 512 x 1024 (not in a square), I did so. How to work with this texture further? Unfortunately, I did not find anything clear on this topic. I would be grateful for links to the tutorial or a hint…
Hi, I have got a constraint of 512 px/m for the texel density. I have came across many good articles but I still cant understand this. The thing is I uv'ed the entire mesh to that density but when I go to pack it its bigger than the 0 to 1 uv space. What do you do to tackle this problem any insights will be greatly…
I'm guessing the rectangle has the smaller footprint as I would be calling only one material vs two for the two 512 method. Can anyone confirm/deny this? Thanks!
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…
In the game project me and my team are working on, we made our own terrain solution which uses heightmaps to set each individual vertex, for example a terrain with 512*512(actually its 513 but for simplicity i will use 512).Then we use a 512*512 heightmap and use the y values for height(x and z represent the verts in our…
Even without editing the UVs you could push the texture quality a lot further I think. You could downscale the texture to 512 with nearest neighbor (sometimes called Point filtering), then add some more highlights and details. The materials you have right now could be a lot sharper and more representative. It's worth it to…