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.
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
Car #10 completed and rendered in the Unity Game Engine. The final poly tally is 860 polygons and the asset uses a 512 x 512 PSD texture for the diffuse and reflection (in alpha channel).
Would you recommend this for anything? What if the size specs were a 512? Would baking at 2048 and knocking it down 75% to 512 be good or would most of the details become too obscured?
work in progres on low poly assets the AO is just computed on the graphics card I'm not sure if I bake it on a diferent uv layout later the texture atlas is 512 x 512
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.
Hi Friends, Its my 1st post in polycount, it a wheel Barrow do in 3ds max and texture in photoshop 1278 triangle used in wheel Barrow texture size 512 * 512, Diffuse, Normal, Specular. Plz kindly comment..
This is a model iv been working on for the past few days its about 2 days work in total the tri counts are on the image bellow, ehh... and i used one 512 texture map and a normal map at 512 too.. Jody
wow awesome work Snefer I got a question for you is it safe to say that your texture is size pixel by poly meaning that a 128 by 512 texture is attached to a 128 by 512 poly mesh?
@poopipe Thanks for this: "In maya you could set texel density to 512 px/m and tell it the map size is 512 before clicking the button." That made it clear :) Have a great day ahead!