under customize > preferences > viewport tab down at the bottom, go to 'configure driver'. under 'appearance preferences' set the check buttons to the highest setting (1024). also, try ticking "match bitmap as closely as possible"
Correctly if im wrong, but isnt 512s the standard for most current gen (360/ps3) pieces. I was thinking 1024 would be a bit high. I pushed the color and contrast and added some 1px artsing
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Hello everyone. Just a fast noob question. I am prepairing textures for a character. I just wanted to ask if 2 x 1024 or simply one 2048 map would be optimised ( for game engines) Yeah I always wondered that :D Thanks a lot.
Here's the formula: METERS X PIXEL PER METER divided by TEXTURE RESOLUTION = TILING VALUE So, for example let's say you have a 2m2 wall and a 512 texture: 2 X 1024 / 512 = 4
Textures many textures @____@ mostly hand painted. Only photo reference was used. the walls and pillars 1024 texture Floor Texture Bridge texture Door Texture Water Drains Seam Reducers of the floor Sewer Pipes
Does Mari support non-square textures yet (e.g 512*1024)? Without that I'll probably just keep using Photoshop and/or try another alternative as a lot of my models use non-square textures.
Some more useful links, because i have no constructive crits. http://gametextures.com/blog/2012/08/08/224/ http://www.indiedb.com/groups/3d-artists-group/tutorials/photoshop-bringing-balance-to-a-texture
two 1024 maps for this is excessive two maps for a simple asset like this is dumb in general. move them into one or look like a fool. with two textures, this one asset becomes two draw calls ingame (bad).
I don't know what exactly TC_Default is doing. But they do advise simply using TC_NormalmapUncompressed with half the resolution (i.e. 512x512 instead of 1024x1024), which results in the same memory cost as a 1024 DXT1, but with no compression artifacts.