well the thing is that the engine i'm working in only supports pvr files. The problem appears mostly in small images (128, 256) and in pics that have a cartoon stroke like the one in the uploaded pic. I'm thinking if i can export from photoshop better. I've triyed things like removing white mattes, black mattes but still…
Thanks everyone for the feedback! So I have added another UV channel for light maps and have it set up in Unreal, but still not getting the shadow results that I want. Any recommendations? Currently I'm setting the building pieces at 64, the cliff pieces at 128, and small props at 16 or 32 depending on size. Not seeing a…
The biggest hurdle any new artist has to overcome is taking critiques personally. If you're struggling with texturing, take a look at this thread Texturing for Team Fortress 2: A Short Guide also study the textures that valve did and try to replicate it. Lastly, preview your models on a neutral background, pure white or…
Another Small Update This is sitting at about 17k tri's with all four sides. From looking around Polycount this figure seems a bit high (making my prev 60k laughable). Whats an acceptable Tri count for a building like this on a "next-gen" system/PC title? I know its a vague question but any help would be much appreciated.
Lense quality is also an important factor in the overall IQ. Cheap zoom lenses usually perform badly at larger apertures, so definately try stopping down to f/8. Prime lenses are amazingly sharp, especially the cheapo nikkor 50mm f/1.8. Here's a snapshot taken with the lense stopped down to f/2.2, no pp done at all. 100%…
Very cute Gir! My girlfriend has a 2 1/2 year old here that is loads of fun...most of the time :poly124:. @ Johny - From my experience, I see them at places like petco (big chain pet store) going for $150-$175 most of the time. From a breeder I would assume it would be a lot more.
I think MoP meant to ask what the 448 in a 448 map is? The numbers associated with texture maps are usually the size of the texture, which is typically a power of two. Meaning that it should either be 512 or 256 in size. If they told you that your limit for the map is 448 I'm going to assume they meant that it could be a…
What's the best way to make some of the generators tile? say for example, i want a 2048 texture output, and i'm using a 128 generator. i don't want to just scale up the generator to fit the 2048 texture, i want it to tile 16*16 times to fit into the 2048. I've tried forcing the node to tile h+v as an absolute value but it…
I've tested the process to bake a map into vertex color on a simple sphere. And it does what it is meant to do. Here map baked on 128 and 16 sements spheres. I don't have an example with a AO from a highpoly baked onto vertex color, which is anyway the same process and probably the same result as baking directly AO into…
Each box is 128px X 128px. 128 is the height of a standard story, 72 is the height of a person. You can treat 1px as one unit in Hammer, Max and PhotoShop. To get better pixel resolution in game, all textures are scaled down to .25 by default, so you get 4px for every unit. I think the same holds true for Maya and UnrealEd…