@Nistrum: It's massive. Texture is 1024 x 2048. I plan to reduce it for the final. Maybe shooting myself in the foot a bit with bake times actually, but right now that's all I could find to keep some of the lines in the AO pass clean.
I see. I was planning on maybe giving my player character the big textures and then giving smaller textures to enemies. Should I chop them down to maybe 1024? I hope I wouldn't have to refit things in Unwrap...
The first props, pallets, 962 tris, the ones here do have 2k maps but im gonna down size them for the actual scene to 1024. Wireframe, may have to click on the image as thw wireframe has rendered a bit thin :/
I did not have time to separate the top texture sheet into its own 1024 map before my deadline but i will be changing it soon The tiara UV island has been symmetry'd now nut the maps have not been edited
Grab a worldspace coordinate node, mask out the R and G values. Divide that by the tile size of the texture (Around 1024 or 512 is usually good). Use that for the UVs of your texture maps that you plug in to your grass and the terrain. Should work.
Properly baked my normal/AO maps in Topogun and fixed all the little things. Also sorted the pixelation-it was because I was basically stretching a 1024 map to a 2048 map one way, hence the stripeyness. It's now two separate textures.
Without roughness and specular map? What does "detail map" mean? detail normal map or what? So... I used 1024 textures anytime but... I have never seen 1048 resolution map. Thanks for your support man.
Ben tell me you're going to do PBR this time round? Your Atchisson was great work but it felt like it was held back as a pure show piece by staying with previous-gen DSGN maps and not going PBR (and by the 1024 textures as well).
Silly video I made between projects for my 6000th follower [ame] https://www.youtube.com/watch?v=24k2BkBmCI0[/ame] Did some VFX on this one before my semester finished http://www.rode.com/myrodereel/watch/entry/204
huh? Nothing but tiling textures here boss : http://www.polycount.com/forum/showthread.php?t=86970 A modular pillar mesh in a game engine today would be either created from a tiling texture, or if it's very unique, get a 512 to a 1024. That help?