"texel density" and texture resolution is pretty much the same thing, at least in this context. One determines the another. When you set your modular mesh uvs to use 512p/m, it means you assume that uv space 0-1 will be filled up with a 512 texture, and this 512 or whatever resolution texture will fill up space equal to 1m…
Heya again! I don't know the policy regarding double posting but I'll just go for it! Finally got some spare time to try out some new stuff! 2012-10-27_03 by Jakpe, on Flickr If you don't recognize them, they're birch trees! 2012-10-27_04 by Jakpe, on Flickr Still not quite happy about the "pines" And I have to some way…
I looked it up this past weekend. It's quite clever. http://technical-eden.blogspot.com/2012/01/gradient-mapping-awesome-way-to-get.html The way it works, you create a diffuse map that is shades of black and white. You create a gradient of various colors you'd like to see in your texture and build your own gradient in…
i would avoid UV sharing between meshes just for the strong reason that if those meshes are not on the screen at the same time, you have wasted texture space because unused mesh textures are being loaded into memory because it shares it's texture map with something that is on screen. as for the texture density, a quick way…
If you've done some work for established studios, I would definitely list those in order of most recent/well known. You can list the lesser known studios as well but put either "(startup)" or "(indie)" after their name. Anyone who works in this industry will know what that means. If an individual doesn't have a company,…
This scene needs some love mate, the layout of the level looks good but everything looks grayed out, you need some color variation and some light/composition impact on the scene to pop out, here is some concept from google, look how nice they are cuz the have colors and good light…
From Polycount wiki: " Visual Packing Guide If you want a visual guide when creating your UVs, one easy way to see the spacing is to use a checker as the background image in your UV editor, with each checker square set to the padding width. For example to get a 4-pixel-wide checker on a 512x512 image, tile the checker…
Alritghy here is the flat here. The texture size is 512 x 512 right now (should I shrink it?) I agree fully with the face, obvisouly I was trying to go for the cool stylized look, but as Sec said, its just not working right now. I'll fix it up. Should I move it back some? (the muscle line) Hey Johny, was just wondering…
This method works well. From the wiki: Visual Packing Guide If you want a visual guide when creating your UVs, one easy way to see the spacing is to use a checker as the background image in your UV editor, with each checker square set to the padding width. For example to get a 4-pixel-wide checker on a 512x512 image, tile…
Wonderful job with the park scene! One of the main problems I have with your other scene is the atv. I may be reading this wrong, but it says the atv is 20k tris and uses a 1024 diffuse/normal? Yet in the texture flats at the bottom, it looks as if you are using 1 512 for the body and 1 512 for the wheels? Besides that…