Pretty much finished with this model unless anyone has some crits: Modeled in modo, textured in PS w/ Quixel Suite. 5,182 tri, 4,382 real verts. Glass and reticle separate. 1024^2 for the EOTech Albedo/Normal/Gloss/Metalness/AO, 512 for the glass Albedo/Normal/Gloss.
Hello, I made a stick grenade for the source engine, although I did NOT make the model I only made the texture. GIF image: Diffuse: Spec: 1024x maps since it is for first person and I'm pretty sure it's going to be 512 for third Crits are welcome!
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The textures are tileable - there's one 1k tileable set of textures for the red paint (albedo, normal, etc), one for rust, and a map to mix them. The mask will be lower than 512 px/unit, but it won't be noticeable since everything else is higher.
Ok, almost done with this asset. Any comments are appreciated. This has 2 512's, and is around 2700 tri's at the moment. (this too much?) There are a couple places mainly the handles/ foot, exhaust that could be dumbed down a bit. With Lighting: Basic:
I thought those "Match bitmaps" checkboxes only come up for DirectX and that DirectX still only supports 512 maps in viewport for models. Edit: Never mind, I just tried it with DX and found out that it totally works.
I did a rock sculpt today (my first!). This is part of my new ideas for the Dungeon Corridor environment. Mudbox 2012, Blender (retopo/baking), Photoshop,Marmoset Toolbag (spec map isn't going to be 1024, it's going to be 512..)
@littleclaude Hey Neil! How are you? It's been ages, we should catch up soon :) Thank you so much. The maximum tris budget was 3500 including the weapon and mine comes around in at 3167. The texture budget was 512 :)
For something using 512's like that i'd cut in more geometry. Get the straps on there in 3D and separated from the wood so you can play with their orientation. Some of the planks of wood can rise higher than others, etc.
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