I float small details 99% of the time here at work. No time to model it all in. After your pretty art asset is crunched down to a 1024 or smaller you'll NEVER see a difference between floating detail and non floating detail anyways.
-whats the resolution of your splat map ? if its 2048 bare in mind the default import settings of your textures in unity are set to 1024 -could mipmapping be the issue ? (try turning it off) -texture compression ? (try turning it off) screenshot would help
I'm going to bump, but I'm also going to give a cool PowerPoint called "A Picture is Worth 1024 Words" By Ed Bryne and it is about the drawing aspect of Level Design. You can also find some other cool power points to the side.
I did both 512 and 1024 and was still at a very low poly count. Base count for the cube would be 8 anyway, and maybe the size makes it so it doesn't reach into the 6 digits. I tried scaling up and down with similar results.
this is not making use of the two 1024 maps. it looks like it could all be on a single 512 and not lose any detail. also, why does her hair have twice the uv space of her armor, when the armor mesh is twice the size of the hair?
Yeah, I guess you use whatever texture size you deam appropriate. Obviously try to keep it reasonable, since they seem to be looking for game asset-quality. I'm thinking I'll just give mine a 1024, and see if that can't cover it.
Finally finished the texture for this. 3036 polys with 1 1024^2 texture and an opacity map for the fur and target. I hope you can see everything well enough, I kinda suck at lighting so some parts are a little dark. Although it's nice to have something to post again. Any suggestions?
Hi everyone, A dumpster robot concept, trying to work on my modeling and texturing for current gen.... This is for my folio and I'm trying very hard to get a job at the moment. So i'm really hoping to get some feedback from you awesome polycount folks. Thanks a lot! 16800 tris, 3 sets of 1024 maps
Is there a way to multisample the results in Painter? What I mean by this is when you save the texture out in 4096 and then downscale it in Photoshop to 1024 to get rid of aliasing between materials for instance. Is it possible to get this result straight out of Painter? This happens a lot when using "geometry decal" to…
Hi everyone, I need a bit of advice. I'm working on an asset that utilizes a simple 1024 diffuse map. The asset has two small walkways that will use an alpha punch. My question is, would it be ok to include the parts with the alpha in the 1k map as a whole or should I break them off on their own in a small map?