Uh, if you're doing a 512 for the head you should be doing 512 for the rest of the body. Thats just a too large of a gap between 2 main areas like that.
I remember from editing quake 3 content that they say that a 256 x 512 was just as expensive as a 512 x512... Is this true for all games or was it just true for their game
Hey I found the art sample texture sheets for the Predator tank and marine if you want to see them. The tank is actually split into 3 512 maps. the Marine with all upgrades is on 1 512.
thanks, i'm glad you like it. i divided the texture in three different ones (1x M249 [2048²], 1x EOTech Scope [512²] and 1x AmmoPouch with Ammo [512²])
I agree, I have made them slightly larger. UVs laid out, tested with a 1024 and a 512 and decided on 512. There is geometry to draw the sword, which I plan to do for final presentation pose.
ILets say that your base texture is 1024. If there's a piece that only takes up 25% of the UV space, just use a 512. 512 x 4 = 1024. Same texel density, not wasting UV space.
So yeah, i'm going to be uploading them to unreal's 2004 editor for my school project. The texture size i'll be using is 512 x 512 and you will be able to go into this shack i am building ...
Here is one of my pieces i've been working on for a while. 1051 tris, with 2 textures; it uses, a 1024x1024 texture for the body and a 512 by 512 (with an alpha) for the hair. Below are my textures
Been practicing some more 3d stuff with handpainted textures. 10k tris and 512 diffuse 1k tris and 512 diffuse dont remember the tris count and texture size for this one.
Tile the base material using a 512 or 1k, then layer the panel gaps, borders, inset hole punched panels, and the little circle details with decals from a 512 or 1k trim sheet.