updated the website: centered everything so thumbnails and links do not overlap regardless of resolution. although clipping will occur if your resolution is less than 1280 x 720.
Here's my entry. I just knew I could render in custom resolution by checking the Use Window Resolution to false and then Save Render instead of Save Viewport Image... :s
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.
Well, what resolution are you planning to export at? Those artifacts can be ignored if your intended resolution is fine. What's causing it is the mipmapping at the UV island edges, pre texture bleed.
Kaya -- I'll do a PSD tonight and upload it for everyone to use. As for resolution, I reckon its whatever you're comfortable with. Since there's potential for it to be featured in an art book, the higher the resolution the better
can you show what texture resolution you are using for your channel? from the looks of it. its either the channel is too low resolution or your uvs are too small.
Made in my free time to improve texturing skills and modelling skills. Made in 16K resolution with 4 different textures each one at 4K resolution. Feedback would be awesome as I am looking to improve my work everyday! Regards.
1. Introduction Hi! My name is Mark Vives, I'm a junior 3D artist from Barcelona and I'd like to share how I build a street of the Mount Saint Michel, a beautiful fortress in the north of France. I chose this place as a reference because I love its architecture and I thought it would be a good practice for an stylized…
For the lamps you can lower the shadow resolution or use distance field raytraced shadows. For the second option you need high resolution lamp distance field since its a small object.
Only reason I thought of this was because I felt that the resolution was pretty low on the textures in the snapshots. You could probably have upped the resolution a bit with mirroring. But for next time then :)