Oh ok that makes more sense. Yeah just mask the padding or do the padding all at once in post with the photoshop filter. If you're adding in extra elements the photoshop filter is probably best. There is no magic ratio of spacing to padding, this isn't really how it works. The problem is not a particular amount of spacing…
its been a while since i done a vehicle..so here are some questions to some of you veteran..what would be a good texture size for interior and exterior and wheels.. i was thinking of doing a a final 2k map for extereior and maybe a 1k for interior and 512 for wheels? what you guys think?
Just finished up the textures! Total count came to 10221 tris, one 1024x1024 texture (viking) and two 512x512 textures (shield and hammer). All textures are surface shaders - all the lighting information is painted in. I've got a buddy who's in the process of rigging and skinning him, so hopefully I'll have some animations…
Zipfinator : yep , dynamesh should fix most of the issues:) -update , allmost finished the texture on the ck mount ; I'm allso doing the shoulder part for my set . I've scaled down the texture for the print to 512x256 to test the details and stufs cheers
Hello,yep sure no problem. So far i was working all week with my new radeon,and 11.12 looks stable enough ....no problem what so ever . I still don`t have any news from nvidia , but if they decide to answer ill post the answer here. @mezza550 If you going to buy same radeon,and try to tested same way....one think to keep…
UV maps don't necessarily have to be a square, they can be rectangles as long as each side is based on a power of 2, so like 512 x 1024, or 512 x 2048. Here, the UV's are referencing outside of Quadrant 1 and into Quadrant 2 (using x, y math terminology).
Hello ! UV are most likely done. I improved objects' uv layout used for AO. I had a 1024 ao map before, now I managed to get it down to 512x256 with even a better resolution. :) Time to texture... :poly142: A try for the first ground tile. I'm really not happy with it, 'need your help guys :\ Also I made a quick light test…
Another interesting offering: Sony Vaio Duo 13 .. available with i5 or i7 Haswell, 4-8 GB ram, up to 512 GB SSD and digitizer (N-Trig?). Not sure I'm a fan of it's looks, though.. nor the current price ;) The new 'Enhanced' version has the newest i7-4650 with the next generation HD5000.. combined with 8GB of Ram it seems…
Started on a new model for a project called 'Savage: Rebirth', the Beast Lair. Some of the textures are still a WIP, some objects are placeholders, and most of the object placement is just temporary. The vines need a lot of texture-work still, they were a bit of a rush job. And I feel like I should find a more efficient…
Sorry for the long delay, but I got busy with schoolwork. Here's a new update: I defined the materials a lot better (imo) and obviously added a mannequin head and a hat. It all clocked in at 2000 tris (about 1500 for the mask and another 500 for the hat) with a 1024^2 texture set for the mask another 1024*512 texture set…