Yeah, I'm old so I'd be TED. Plus I'm more of a Huey than a Riley. I guess I'll keep chugging on Maya. http://cgbylg.com/?p=204 is cool by the way, I'd like to find a tutorial on how to do that stair case.
last update for the weekend :) I'ce created the low poly (3358 triangles) and baked down normal, ao, cavity and such onto a 2048 x 1024. I've also started working on some of the knotwork. I am ok with it, but wondering if the detail should be larger and not as noisy...
Looks like it's just a large texture, 2048 or 4096. Some closeups on the artist's site. Though it's generally better to go with 1024s and detail textures, because those huge bitmaps mean a huge memory cost, in most game engines. http://timspanjer.com/hut.html
If these are for third person, 2048 is way too big and even 1024 is a stretch. Your polygon counts are also very high for third person. The diffuse textures seem a bit too... textured. The Thompson receiver looks like stone, and the 1911 looks like marble.
Starting our first main project. Close to the same guidelines as the other exercise. 1500 tri limit. 1024 tex space. Here is what I have so far. w.i.p.... Here is the concept I'm working from... C & C welcome as always.
Shaved off about 20K from this model so, now its at 44,702~ tri's. Test texture mind you. SPC is their so I can see it better. It's at a 2048 CLR and a 1024 ALPHA (they're not on yet). The sidewalk and ground stuff will be on something else.
This initially started out as a way for me to get better at UDK lighting. I think it turned out pretty decent so figured I might as well share it! I used 1024 textures and a custom post processing chain in UDK. Lighting went through several iterations until I settled onto this one.
These are some characters I've been working on for a learn-to-speak-Spanish educational-type game. Triangle count is about 2200 with one 1024^2 tex each. The left one is supposed to be in his 20's, the right in his 30's. More to come in the next week or so. The next will be older and fatter, with more significant changes…
Hi guys, I have a small question about texturing large objects (or I just confused :| ). I have a fixed texel density 1024 per m2, did I everything right (include TexTools settings) or I should keep all tilling objects in in 0-1 UV space? Thank you!
I've got spot lights in my scene, the Shadows are nice up close... but look real bad from just a few feet away: Light map is 1024. Here are the world, spot light and static mesh properties: What settings should I change?(using the latest udk) Thanks