Well final finished with this went really slow, have been working on some other projects, and had other personal thing going on. If you have any questions I would be more than happy to answer those, and hope some of you like my model and textures ;) In toolbag Wire Highpoly Texture Flats Not happy about the uv map, was…
This one went over schedule but not too much. These pants were too ambitious and required me digging into MD a bit deeper and also doing waaay too much clean up and UV's was a chore. I think they look pretty cool, more interesting and medievally than "boxer shorts" like the prototypes had, but I definitely will be avoiding…
Thanks for all the input. AdamBrone: The use of 1024x1024 was a quick decision. I was going to break it down, but for some reason I didn't. If I had a time machine I would have done 4x 256 textures. Cholden: Yes I do have some overlapping mirrored UV's, but I'm not following with the ability to nock it down to one 256…
Hi all, ok this is real mind bender or i did something wrong. ok here is the problem 1280-768=512 then you divide 512 / 2 = 256 Now the issue with the given numbers im having is I have one large cylinder floor with diameter of 1280, on top of it I have another cylinder floor with 768 diameter. After aligning the 768…
poopipe Thanks a lot for the comment . The idea crossed my mind long ago since I do all my textures from heigh /depth basically and base color ones looks like something from 256 colors pallet era. As well as roughness too. Am I right when think it would be basically same as regular texture filtering when gpu calculate…
Hey I already have been working on this in my sketchbook, so I dont want people to think im overbumping this or anything, But I want to get alot more crits on this current model ,my goal is to REALLY improve my painting , I still need to fix some minor things that johny and polyhertz told me (fingers/ back) Anyway my goal…
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,…
Ok, made new model with all the stuff I learned so far. I exported the object into the UDK and it seems fine. Only problem is that I had to up the lightmap resolution to 256 in order to get rid of the shadow problems. Is 256 sized lightmap too big for model of this size? Also a question about collision model. What is the…
I don't think for Specular you would need to go over 100, but for a specific case, I recall that you need to set your Gloss to 256 or 512 (not sure which number). This had to do with MR and something about them removing shaders akin to the ones found in Iron Man causing some issues with other materials. Again, extremely…
To get texel density don't you just do this: (MD * TD) / YTR = How many times you tile MD = 3D Mesh Dimensions (lets say its 2 meters) TD = Target Density (what your going for per meter, lets say 512) YTR = Your Textures Resolution (Lets say you have a 256x256 texture) Then you would just do this... 2 * 512 / 256 = 4 You…