Nah, it's not a stupid question at all. It would've helped if I'd explained it better in the first place too. say you were to uv and then paint on your sculpt in mudbox or whatever, you'd probably want to have a relatively high resolution texture so you could get some fancy details going on so let's just say you use a 2048…
Hi! I'm a beginner too, but i have something to say. First of all you need to look at low poly. This will make you understand what can it be 1) only 700 tris, and it's divine http://3.bp.blogspot.com/-o8H5QynvL2o/USlvJTh8QdI/AAAAAAAABKg/oqkB9WQIKpk/s1600/Cherry_Darling_final.jpg 2) Insane 2000 tris!!!…
Thanks guys, a bit more work. Think I got it uved pretty clean. Mirrored the front panel as it will be most visible (with player on it) and it'll be a-sym. Really quick test for line flow, not too happy with it but only took about 5-10 minutes. After all the uv time I had to see some kindof tex in place. Still have some…
That's a great looking vehicle. I am going to say that the textures in 2k4 were about 512 for characters, so for the boat I would say try for 512, but if that seems to confining start at 1024 then resize if it's too big. You can always find out by opening up the unreal editor however. Also I can't see it by looking at it,…
UV coordinates always range from 0.0 - 1.0 they are not described in sizes such as 512 x 256 but always 0.0 - 1.0 because they are described as floating values within that range (although you can place stuff outside, but usually when textured it gets looped). So whenever you create a UV map of lets say 512 x 256 in the end…
I get this error and I can't see any render view or render anything obviously cause I can't get the render view to work, I waited all day to ask this, though when I was working with this file everything was fine... I restarted and the first thing I did was load this up, so if anyone has any ideas I would love to get more…
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…
Still seems too low to be useful though. For an 8k texture, 512 samples seems to be just enough to hide most noise. And having to bake a higher res texture on GPU only to downscale to reduce the noise seems to be slower. I did some simple tests - maybe my GPU bake settings could be better but my results were these. GPU…
whoah after a long time there is finally some material we can show, most stuff is under nda and we are waiting eagerly for e3 to allow us to show stuff. However, we did something non game related between 2011 and 2012. What started as a "simple" centerfold for the national geographic of june 2012, will most likely be on a…
Ok today, between learning about UDK lighting, I played around with some ideas for how to texture the walls. I know to some of you this is gonna be a 'well duuuuh' moment, but I'd never done much with tiling textures and I assumed it was gonna be a pain to get a nice tile on the walls when there's hole's cut out for doors…