if you use planar mapping the math is pretty easy. you just take the texture size and divide it by the pixel ratio and that will equal the size of the mapping gizmo. 512 texture 64 pix/m 512/64 = 8 so you would just make sure your mapping gizmo is 8
hello. just wondering if you guys could give me a little advice. i have 2 maps for a character(about 5000 polys). i want to paint in a lot of detail. i'm just wondering if you guys recommend using 2 512's or two 1024's. this model is just for show. it's not going in a game or anything. just portfolio stuff. thanks fritz
[ QUOTE ] how do you unwrap something like that to be able to use tileable textures? [/ QUOTE ] You can simply extend uv coords outside [0..1] to get tiling. UV coordinates will always map to some point in a texture, and the mapping is done so anything that is contiguous in uvspace will texture nicely. This means that for…
i would make a 512 by 2048 strip. that way u can tile from left to right. with that said as long as it totals up to 2048 height wise yr good to go. obviously gonna be a lot of wood. so maybe a 512 at the top and below a few dif 512 by 256 variations of the same wood with dif tones and details. as far as wow style, its all…
I think the texture size depends on how large your character is on screen...it could prob be smaller than 512. The last game I worked on was for PS3, XBOX, and PC and the in game textures were 512. I still think a lot of mobile games use normal maps and spec maps though.
On the note of grid if I am modeling in Maya I run my settings at 256, 16, 1. On the other hand you can also run off 512, 512, 32 just another way to get the same gird settings. Just depends on what you like both ways will snap.
I'm not exactly sure how this works, or the reasons behind the limit of exactly 512, but you could always take all your textures that would be on screen at any given time and simply see if they all fit on a t512x512 space in PS. Example: 4 x 256 texture sheets = 1 x 512
most of my time, I'm using something like this to do hand-painted stuff I'm not sure if some fancy brushes will do any good, personally I can't even find the reason to look for alternatives. I mostly work with resolutions like 512*256, 512*512, meaning that I need pixel size precision. That brush give me enough control on…