How can I approach making wall texture like this? I assume it should have diffuse color and AO map. https://i.pinimg.com/originals/3b/86/06/3b86066f3d631e3fd1b6c1b4f583497a.jpg
Here's a simple question, which possibly has some complicated answers: Is there any reason to have an AO map? I.e. not to just multiply it over the diffuse in photoshop, but load it in to ???-engine as a separate file.
I did this for one of my students as a 256 x 256 diffuse texture exercise and couldn't resist doing some animation for this Chibi Black Canary. Don't forget to press play! model
i drew up some concepts for a new character during break and started modeling it out today. I plan on a 10tri target with probably a 2048 diffuse/spec/normal. C+C plz!
So im planning to start a new project of Robin {Iconoclast} i think im going to zbrush then use the normal in the diffuse. Going to post an update soon. what do you guys think? :\
Here is a treasure chest that Ive been working on. It has 60 polygons, 1024x1024 diffuse and normal mapping, and rendered with a few lights in 3ds Max. Any comments or critiques are greatly appreciated.
Unity Texture atlases for mobile games...Combine regular and alpha'd textures into one atlas or seperate into two atlases? Or put all diffuse texture in one atlas and all alpha info in another atlas?
5144 tris. 2x2048 (normal and diffuse), 1x1024(spec) Hopefully I improved from last time. [ame=" https://www.youtube.com/watch?v=C2Nv33omK0E"]Rotating Gun - YouTube[/ame]
enable antialiasing and padding/diffusion on your bakes - that will eliminate most of it. anything that remains is due to UVs not being straight or your textures being too small. baking at a higher resolution than you are working out can help, but you'll get the most benefit from arranging your UVs so that as many edges as…