Hi folks I´m now finished with my final project and so i can show what i was working on since.. ähm... oh.. shortly after domwar ... I ... ujuj.. time goes on faast This is some kind of prerelease in the english internet world, so if you find any problems or it-would-sound-better-if within the english subtitles pls. let me…
Hi guys I am about to start a 6 week project where I design an interior environment (1 room + hallway) for mobile in Unity. The scenario I have agreed with my tutor to create is a japanese convenience store crime scene(Images attached below) So it would be a packed busy convenience store with parts of the store smashed and…
My last gen mind tells me not to go over 512 x 512 for this, but I know I would be hurting myself if I did that, plus I noticed that normal maps don't really look too good at that res, at least when baked directly to that res. I was given a week to do this but since I work the third shift I won't have much time at all to…
Grats on starting up your folio and putting something up for critique. I just want to offer up a more efficient alternative to using UV space for making a crate. there are lots of ways to do it and these two are not the end all of all crate textures. I think instead of mapping everything uniquely like you have, you can go…
Hello ! Sorry for the late answer, these uvs gave me nightmares :poly127: So, what's new : basicly, nothing. I spent the whole week unwrapping this scene. Objects has a 1024 ao map that use a first uv layout but I'm not very happy with it.. There are some glitchs to be fixed and I have some troubles with edge blending…
Let's say you have four buildings. You give each one a UV layout filling the 0-1 space, and you set the resolution to 512. Then you create your textures in photoshop or substance painter. So for each building you have one 512 material. A total of four materials. So you have four separate materials now, but in your game…
Bout time to make a thread of its own here. Started showing some stuff off in the what are you working on thread earlier this month, finally just about got the first level wrapped up and gameplay is starting to take shape. All built in unity, Most texture sizes are 128x128 with none exceeding 256x256 (except for lightmaps,…
Hey dudes (and dudettes?) here's a tank I did for a school assignment, we got to chose between 4 exisiting concepts for the game ground control II, poly limit 3.5k 2 x 512 maps and 3 materials were allowed, i used a phongx2 and 1xblinn for the tracks 1x256x128 for the track All normal map details were modeled as seperate…
Bigger size thx. for the crits/comments in the WIP thread, now I call it finished. I am going to use this rock at a midpoint of map (which is in the make) as a sort of "meeting place" or "central" - object. 1085 triangles & 1024^2 maps (diff/spec/norm) help to look like it looks. Textures where built using photos which I…
this is really just sub thread for another problem i'm having in relation to rendering... padding is 18, element is black, size is 512 and sampling is 128 samples per pixel is 1 instead of 1/4 all other settings are default. scene is setup with a single skylight on the otherside of because without it a big black spot would…