Hi here is a mosque I did based on Stainless Steel art test. I believe it has 600 tris forget at the moment, and a 512 x 512 texture with alpha. Let me know what you think. Thanks. Alex
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.
On a character I would still not go any higher than 512, depends on your target hardware but often a 1024 map is used for an entire character. In my opinion, if you have a 2048 texture map on your character you can go for a 512 texture map on the mask, but if you have a character with a 1024 map 512 might be pushing it…
The front window is also more rounded on its corners in the concept than you have it in the model currently, the cherry is larger as is its stem, and the cone is a lot less tapered at the bottom as well. Also, I'm thinking Vitor is right with the test being similar to current next-gen racing game specs. Also let us know if…
Hoi! Does someone know if gameengines can (usually) handle materials where the alpha is, lets say, twice as big as the diffuse and normal map so: diffuse: 512^2 normal: 512^2 alpha: 1024^2 thx :)
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 ...
Yeah no problem :D It was just for fun. I put a lot of bird droppings on the car, though it doesn't look like much through a 512 by 512 map. ha ha. Will post actual textures soon.
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.
Thanks for your suggestion. Yes I think I finally have to work on it manually. Because UVW X-form can re-size the UV from 512 x 512 to 256 x 512. And it is working fine unless I assign one single unwrap for both elements, I mean one square and another non-square. One way or other, both UV's must be of the same dimension,…