Yeah, Vig, I asked my teacher at Uni and he pretty much said the same thing as you. I was just curious how other people would do it is all. I know how I could do it. It's just that I wanted a few different opinions to learn from. It's coming along nicely now, cept that I made a 1024 by 1024 texture for the wall that has a…
Just UVmapping everything! Nothing really fancy going on because I find UVmapping manually on hard surface is often the best instead of using Unwrella or Roadkill. I get stuff done directly instead of doing iterative work and fixing the automated UVmapping. Should I split my all of my textures into 4x1024 or should I keep…
I don't think 1024 x 1024 maps are too small for most outdoor architecture, although it all depends on how things are broken up. I never see maps larger than 1024 x 1024 on the MMO I'm working on. To keep things current I think it's a good idea to do normal maps like you are planning, as well as specular color/level maps.…
I honestly dont know how widely used 2048 textures are used like a lot of people think they are. Most guns actually use 1024's. Most common used texture rez's are 512's for games today. Most props, depending on how big they are would be a 512, some times lower and in some cases 1024's. Really depends on how big the prop is…
Hello Polycounters! Just dumping some old stuff... I'll be updating this thread on a regular basis with new stuff if anyone is interested. C&C always welcome. Lenovo ThinkPad Laptop Software: Maya, CS5, xNormal, CrazyBump Game Model: 846 Tris, 1024 x 512 Texture Maps (2048 x 1024 cinematic) Knife Software: ZBrush, CS5…
Thanks for the suggestions, for some reason I never thought about mirroring those points that you laid out. On the medallions I just tried to follow the concept. This is not my concept just something I was given. Well the main reason the layout looks like this is when I unwrapped it I took the indivdual pieces of it and…
As always it depends on if it was in game and where it would be in the players view. If it was a hub or something very close that the player would interact with then 1024 or 2048. If it i off screen and the player wont see it very much then 512 or so. If this is a portfolio piece then I would build the texture out at 2048…
- Low Resolution AWSM .338 Sniper Rifle - 6,296 Tris 1 - 1024 x 1024 Normal 1 - 1024 x 1024 AO Maps : http://i890.photobucket.com/albums/ac109/Polygoblin/AWSM_normals-1.jpg http://i890.photobucket.com/albums/ac109/Polygoblin/AWSM_occlusion.jpg Since last bake: -Mirrored a bunch of duplicate pieces to save UV space. -Scaled…
You've got some great points ( and a great painting style also ) and I'll push the saturation and Look into fixing the brown pavers spec. I forgot to post the ref shots I've been looking at before. Here's some I've been using to fit my stuff into a D3 kind of style.…