Hey, nice job explaining that, EQ. Though I think that it's probably best to put the texture that will scroll on it's own separate sheet (like a 512 x 128 or something). You're gonna need two drawcalls at least anyway, as you don't want to scroll the UVs of the rest of the object.
btw. just out of fun I rendered together a sampe 512² texture map (smoothing groups blockout map bake + light tracer bake + wireframe bake)- that way you can better see the bleeding around the shells: some spots are tight but mostly it works ok
I'm working on a project for school and I've run into a problem in which I am getting these amazing gridline shadows on some of my meshes. The scene is baked with production lighting, and the lightmap resolution has been changed (32, 64, ...512). I've also tried restarting and reopening, and a different computer. Some…
From artstation server Download free just click it Yes it is me doing these things, i am feed up with the internet spyware bullshit and electrical radiation: https://cdna.artstation.com/p/assets/images/images/040/993/432/large/david-cruz-thumbnail-superhq.jpg?1630458869 enjoy.
Just doing some breakdown of TD including trim parts, notice how you can break trim sheet 1024 into 4 or as many as you like with power of 2. In my example I have 512-256-128-128 from top to bottom.
Actually the Senor Concept Artist at Epic Games, James Hawkins(i am not sure if he still is), uses 3d in order to make the final concept for production purposes. There is like a whole DVD on it. http://www.thegnomonworkshop.com/store/product/534/gears-of-War-Creature-Design
can you post the texture? for a 512, i'd expect a much higher resolution texture - this looks very blurry and low-rez. also, do not render on pure white. the contrast kills your piece. a gray would be much better for showing off your work.
WHY must it stay 1280? Also, you may find problems if you size your texture sheet to fit a specific element of the texture, as many engines do NOT like it if a template does not have sides that are powers of two - 256, 512, 1024, 2048, etc.
The env probe will apply to all materials in its area of effect. Just make sure you place it where the reflection is gonna look interesting, and not into a building or tru a wall/ground object. The engine will do the rest. For a start render it in 512 already and you'll notice a difference.
yea all of the textures have to fit into the two 1024's. Right now I have 6 512's and the rest 256's. I also decided that my house needed an environment to sit in so I started making all of the assets yesterday.