for example 2048-1024 texture maps etc. can ue4 read these correctly and if so how do you make it work? it's a current problem i'm wondering if there's a solution to it, as i've not found any info on it.
Hi :smiley: Quick little prop I wanted to do, and first star wars model, at last! 1776 tris, and Albedo/Reflectance/Microsurface/Normal 1024 each. Marmoset viewer and more here : https://www.artstation.com/artwork/QEYm3
Here is an FSP style game prop I am working on. The texture will be reduced when all is said and done to a 1024 square. Still have a lot of work to go on the texture side. C&C is welcome as always, tear it apart :) .
Hi I'm pretty new to 3d art, I think my texturing is better than my modeling but here I go: One handed axe for a first person medieval game 2048 x 1024 texture 600 polygons
Just finished this guy up so I thought I would share it. Let me know if you guys have any crits, main reason I'm posting it. used Maya, Zbrush, 3dcoat and photoshop 2048 1024 Thanks for checking it out.
I have a 22" widescreen and a regular 19", their resolution heights are roughly the same (1050 and 1024) so its not that weird, but I think it might be weird if the difference in their heights were larger.
Still cranking on mats. They're pretty gross, but they're on a tight schedule, so I'll just have to leave them as is. As of now, most textures are at 1024 or 2048, but they will eventually be rezzed down.
It depends on what resolution you render the uv template. I would render it out at 1024 or 2048 and then you can always resize it to a smaller resolution once you finish texturing it.
Great work so far, the character has a nice solid feel about him, and that vest is awesome. Looking forward to seeing how you deal with the tri-limit, plus a 1024.
For starters your resolution of 1024 is really large for a character in that style. Perhaps you could tighten up your UVs as well. Aside from that you really need to jump right into it.