You can weld the belt seams together and still have hard edged smoothing groups on them that are visible after baked. Smoothing groups and UV unwrapping do not influence one another. It's possible to have textures of rectangular shapes: 64 x 512, 1024 x 128 etc. and no redundant padding is required. This is absolutely…
Nice bottles. Quite a few things you can do here to save size. 1. Texture size is 1024x1024, that's a huge waste. Especially for mobile. Nothing should be above 256x256, except a rare 512 for a terrain or something huge, or maybe the UI elements. 2. You can crop down the elements of your bottles into this tiny little…
Firstly, I'm not sure about whether or whether not you can use the premade UE4 materials for commercial work (I would assume not since CE did not allow the use of their materials or assets). That being said I'm not sure if a school project or portfolio piece counts as commercial use. If this is an important project to you,…
Thanks for your feedback MethodJ, I'm aiming for a current generation platform and this is something I'll be putting in my portfolio. The books are using 256x256 textures which I'll increase to 512x512 and I'll put some more detail into them. As for the rest of the assets, they use fairly high res textures but I am going…
Hi there, this is my first post here!I thought it was an interesting polycount challenge without heads and weapons. I'm a huge fan of the Butcher Pudge and i always buy Shiva's Guard as i consider it core item, I Imagined to cover his back with it. This is the 512x512 preview in workshop :) I hope you guys like it i really…
This looks absolutely awesome, however i wasn't able to get it working as it freezes Maya for me. Throws me this Error: AttributeError: file C:/Users/MyUser/Documents/maya/scripts\sfx\__init__.py line 418: 'module' object has no attribute 'shaderfx' along with this: Error: TypeError: file…
I do too :) but that set is more of re-texture rather than an actual set. On another note, I looked at the technical requirements and compared to my ice set. Head <--- Tiny face LoD0 Triangle Limit: 1350 LoD1 Triangle Limit: 900 Texture Size: 256H x 256W Arms <---Left Arm LoD0 Triangle Limit: 1100 LoD1 Triangle Limit: 750…
I think what you're seeing is less a hand painted style / technique and more the results of the technical limitations of the time. I'd guess the art direction was aiming for realism in the texturing and shading, but low texture resolutions resulted in some exaggerated shapes and details. Probably some light information…
Hmm not quite sure what you trying to achieve when you said you want Higher poly buildings, either way you can apply the same tech in smaller maps like 256x256 or 512x512. If windows is the issue you can have them separate and apply a reflective shader to them while keeping multiple LODs for buildings.