Hey thanks Cap seen some of your stuff, I hope to be that good by this time next year. I forgot to post the 3rd person view as well. The stats are 666 tris (lol) and 512 maps. Wires
here are the diffuse maps with uvw overlayed on top arches/doorway (1024) pillar (same 1024 map) just wanted to show clearly where i put the uvs for the pillar Gear track (512) Gear (256)
I was really unsatisfied with where I left the texture on that house, so I went back and adjusted the UVs so the roof got a bit more attention. Here's the new texture at 512: And applied to the model at 256:
I've had alright results with maya's built in projection paint. Its not stellar, but it certainly works for fixing seams and other not terribly complicated paint operations. It slows down a bit when the texture is over 512 though.
they sure have changed the specs for that test i did it a while ago and mine was 500 polys and one 512 texture for everything **EDIT** what was the restriction on your textures? I remember this was the big thing on the test before
I think the textures dont look sharp enough for being that high resulotion.. It looks like you have made the textures in 512 and then resized them to 1024. Or... Have you saved them as .jpg with low quality?
The weird artifacting in the last shot looks like it might be from a Light Map that is too small. I believe the default is 32, you should try bumping it up to like 512 for something of this size.
Today was rather exhausting, so this is as much as I got done: Baked out normal, AO, and Cavity maps. Here it is running in Maya at 1024x1024 currently. I'll size it down to 512 for the final version.
yeah, I was too concern about working with limited resources and forgot the main point is making the environment looks great. It 2 x 1024 and 1 x 512, kinda old school game.
Working at double res for small assets is usually a solid option. I don't think I would do a 2k map for an asset that was going down to 512, 1024 makes more sense for that situation.