Just installed Suite 2.0 and it works amazing the first hour :) . Can I get the 3DO window fused with photoshop like in the getting started video or is this cut together in the video? I do not find a menu of button for this, it's always a starts as a seperate app with seperate window for me. Another small bug: The version…
Scene that contains some low-poly models that I have made for various game projects. I also wanted to learn how to use Marmoset toolbag. Very usefull package for fast realtime rendering. Modeled in 3ds max, detail sculpted in zbrush, texturing in photoshop, baking in xnormal and rendering in marmoset toolbag. Scene is not…
1. yeah that's exaclty whats happening. I'm using light maps on all foliage. The average resolution is 128 2. the lightmap UV layout is the same as the texture map, with plenty of space between shells. It is only happening on the instances I shrunk, using the inbuilt setting in foliage tool. thanks again
OK puck is strangest one! The head is like one 10th of the wing but has double of texture size. OK we can say that head is seen in portrait and needs a good texture space but wing's texture space is just too low!(128*256) then the tail has again double of wing...
the ones I've seen and used in the past were 256-128 per face, you really dont need super high res, a blurred reflection usually looks better, you are never going to really see crisp details. the main thing is the light sources and hues are properly approximated in the map.
Hey guys, this is my first post on the polycount forums. You guys seem very professional, and I'd like to share my work and get your feedback and ideas. Here is my latest project, a M18 smoke grenade. I created both the high and low poly models, as well as UV and texture for both. The low poly normal maps are baked from…
Only because you can avoid that step altogether by creasing/subdividing, and also since polish by features could melt details else where unintentionally (which then requires you to mask carefully etc.... see where I'm going? 😁) Not to mention you want to have a very established silhouette. No amount of polishing will give…
Classic American Vehicle (Car #15 based on 1976 Gran Torino) This model came in at 894 polygons, and also uses a 512 x 512 hand painted texture. The reflection intensity and mask are contained in the alpha channel of the diffuse texture. This campaign blew away my expectations and now sits at 116% funded.
Your outlet UVs use only 1/4 th of the height of your map, make it use the all UV space and use a 128 px map (512/4). It will make the same textel density with less maps. Consistent texel size + Maximizing UV space = less map = Less memory