Here is what I have at the end of today... It's a dirty door, lol. I still can't figure out how to zoom out without Unreal Editor reducing my textures to crap. Hence the reason why my screencaps doesn't show my entire door :( Here is the diffuse, the original size is a 1024, but resized to post here
Well vig. You will have an upside down wacom logo if you flip it. Hehe. Might bug the hell out of you? :) And well. The pressure sensitivity is 2048 now compared to the 1024 of the older tablets. This means everything will be twice as awesome! (ahem, Maybe not) (This thread should have been in technical, Sorry dudes.…
Hey guys, right now I've been using 2048 maps in UT for the diffuse and normal, and a 1024 spec, and a little 512 map for specular power. What do you guys think about these sizings, I almost want to bring the diffuse up to 4096 (which is what my working psd is sitting at)... what are your suggestions?
You don't lerp. You index into the array using the grayscale value of the pixel. If the pixel has a value of 0.4 it uses the color 40% along the array You can take this sort of thing quite a long way if you move out of RGB space. Eg. In hsv space you can remap or replace just the hue component of a color image . I've built…
Hello fellow polycounters, thought it'd be fun to share with the community what we've been cookin' up over at GALA Games with collaboration partners at AMC. Welcome to world of the Walking Dead Empires!! A new PC/MAC survival battle based MMO coming late 2024 early 2025. We currently have a public development build beta…
Hello everyone! In this project, I’m going to use only Decalmachine Trim Workflow. These are references: And this is the result of the first stage Blockout: At the moment I have determined the number of objects, their baseline characteristics and an exemplary appearance. The standard section of the corridor has a length of…
Hello, this is a prop that I have been working on and I would love to hear some comments and critiques please :poly136: This is a 1024 texture for the whole thing. I also have a 512 version but more detail than l anticipated was lost so I am thinking about re-UVing it and using a ton more space and get better texel density…
Hello! I'm looking for some critique on this axe I have finished recently.. Based on Tyson Murphy's concept. 1474 triangles 1024*512 diffuse map.. the purpose of this axe was to get better at texturing. Made with 3dsmax, photoshop, and mouse :) progress: final result: AAAND tutorial :) Let me know what you think!! [ame="…
Yo peeps, so I kinda moved on to this little piece right here, I have been wanting to do some lo-poly stuff with a cartoony look for a while. I got inspired by a piece that Snow here at polycount did a while back. The scene has a total of 324 tris and the textures are done by hand from scratch with basic photoshop brushes.…
Thompson SMG - low poly hero wield weapon - in the process of texturing and fitting with alternative mags and fittings - self imposed budget 3k with 1024 texture sheets. This is realy an excercise in reminding myself what non Normaled/sculpted, traditional low poly with texturing can achieve. Just wanted to refamiliarise…