You mean detail normal maps? It's just a tilling normal map, typically pretty small like 256*256 to give surfaces a more high frequency look, helps getting rid of blurry materials.
This is the first speed texture i ever made. i wanted to give it a try. It took me a hour and 15 minutes. i used some photo pref. Hope you like it ^_^ 256 x 256
Yeah I did 120 on my build a few years back and it wasn't a huge issue. Though I'm pretty sloppy with my files so it was annoying. Current build has 256 which I much prefer, I think I paid about as much or less for the 256 drive as I did for the 120 drive, hehe.
Compression is not the problem here, the problem is that the resolution is being made smaller. Compare the size of the pixels on the left (photoshop) and on the right (in the UDK). On the right the texture size seems closer to 256 pixels than 1024. Defering compression doesn't help because the texture size still appears to…
Looking very nice indeed. On the tank would it not be better to let the normal map do the heavy lifting and halfing the diffuse ? So instead of 512 base texture + 256 normal do 256 base texture + 512 normal
well ive been holding this one from showing too much for a little while. did this test begining of march. 13611 polys, 23 256*256 textures 35 hours of work. hope to get some feedback for future projects guys. let me know what you think.
I think it's your choice what size texture you want to use. I just used 256 cause this is such a low poly model and I haven't painted a 256 texture in ages, hehe. Feeling a little nostalgia with this one.
Non-square texture sometimes don't work in maya+certain vidcards. To avoid any issue just make your ref pics square, and to be even ore safe give them a friendly size : 256*256 , 512*512 ...
After I think about it,especially because my first map is in Russia it doesn't make sense for the guards to have Deagles.....So I modeled some russian tokarev ,here is high poly,tomorrow I will retopo and make the low poly.Even if probably it will end up with 256 *256 texture I like to have a normal map and a base texture…
I think MoP meant to ask what the 448 in a 448 map is? The numbers associated with texture maps are usually the size of the texture, which is typically a power of two. Meaning that it should either be 512 or 256 in size. If they told you that your limit for the map is 448 I'm going to assume they meant that it could be a…