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.
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).
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
Here's the formula: METERS X PIXEL PER METER divided by TEXTURE RESOLUTION = TILING VALUE So, for example let's say you have a 2m2 wall and a 512 texture: 2 X 1024 / 512 = 4
Loving it! PressureCurveControlPoint 10 0 256 512 512 1023 = makes sculpting awesome again. I guess it's only a matter of time until someone comes up with a ghetto custom Wacom preference editor utility!!
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?
A recent little bit of hand painted funzies: A new area this diff only painting, but enjoying it alot! Models: 1k triangles. Textures 1 x 512 x 512 diff only.
2048 x 2048 resolution for what will eventually be a 512 x 512 texture. Starting with higher resolution maps can provide more detail when it's eventually downsized to the actual in-game resolution.
@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!
Heheh ya padding. Just for future reference you can usually get away with 8px of padding at 2048, 4px at 1024, and 2px at 512 (although depending on your target platform you may want 4px at 512).