I'm pretty sure anything over 1024 isn't even visible. Hell, 512 probably looks the same. I think the higher pressure levels are just used to push people into "upgrading" periodically with the false impression of improved functionality.
Really great work. Good style and flow to each piece. My only gripe would be that I don't think that motorbike needs to be a 2048. Hell, it could probably be a 512 seeing as more than half of the map is just black.
Thanks dudes! @Chidambhar_Swaroop the body of the gun is on a 2k, the drum magazine is on a 1k and the sling,sling rings and hinges attached on the stock and body is all on a 1024 by 512. The sling acts as accessory for the gun Ill have a breakdown up later today
I tried buyin it before the beta went up last night. However, my crappy phone couldn't connect to the site i kept getting 502 errors I knew i should've bought it earlier oh well.
So after three months learning blender for modelling and gimp for uv painting I've come up with this. It's created for a mobile game using UE4 and will be unlit in the engine. The props, wheels, rudder etc are separate for rigging. 2642 Tris, 512 pixel uv
Been working on this lately, any C&C welcome. 3045 tri's. Most everything is 512 textures, except for the brick which is 1024 and some 1:2 ratio textures. The building is BSP with some cut out holes for the windows. Lighting hasn't been built, just UE3 editor screencaps
523 Triangles I first blocked out the general outline in Maya, then I replaced the outline with primary shapes still keeping the same shape, Lastly I furhter refined the model and softened and hardend the edges. Please Critique and tell me what I could do differently! Trey The UV Layout
Decided we should make a thread showing off our submissions for a little modeling and texturing competition we had going in our 3D Game Art TAFE course. Basically we had to create a turret with a maximum of 3000 tris and a base for it with a max of 512 tris. And this is what we came up with.
I've got a texture map set up at 512 x 256 and was hoping to bake a curvature and position map in Painter. Right now it looks like I'm only able to select a 1:1 ratio for baking. Is there a way to change that or maybe it's coming in a future update? Thanks!
One more thing to keep in mind is that it can be best to stick to a standard texture size. Most people understand this as a rule but don't understand the logic behind it. The way I understand it is that its easier to load and unload blocks of textures if they're the same size. Unless your using id tech5 which compiles all…