Hey Jonathon, Not at all. The point is, that UDK combines lightmaps into least sheets possible, to effectively render it in a single pass. So by 512 I mean that every object's light map was done in a usual way but the combination of all their resolutions didn't exceed 512 square. Hope it helped. Cheers.
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).
But you can't clamp coordinates and still use tiling? Maybe a better approach for architecture is to pick textures that only have to tile on one axis, usually x, and stack them on the other axis. That'd give you, say, 3 512s and a bunch of trims in one 512*2048.
2048 is overkill for most models, 512 or less should be enough for most assets. 2048 is 16x the resolution of 512. Also don't use preview to judge how a model will look, preview is really only there to get a rough idea of how the lighting is going to turn out, but is going to be really blotchy with a lot of seams and…
I think im gonna change the back center to something else like keeping it but fixing the rivits and the square center piece. making it a bit more detailed then now Other than that you like? I plan on making all things for the envrionment 1024s and 512s only (small things 512, big 1024)
Another update: Made the garden shed that's in the foreground of my concept. It's not finished. I still need to put the window on it, and there is a fair amount of texturing to do still. Right now, it's sitting on it's own 512 x 512 diffuse. Can't remember the tris off the top of my head. Anyways, here it is. C&C plz
Finally figured out the cause! I have the lightmap resolution for this mesh set to 512. But when I reduce it to a lower value, like 256, it will fix the messed up light bake. UDK just doesn't seem to like cylinder meshes with a 512 resolution lightmap setting, go figure
Hi, I started modeling about two years ago. I never really got in to texturing, but I started doing that now. Here's my glock. 784 triangles, 512*512 texture map, this model is for a first person shooter (q3 engine based), I'm really looking for some constructive critism so I can improve.
Im thinking on buying a new wacom, right now i have a graphire 4 for like 2 years , i think it has 512 levels of pressure. So i was wondering what good yet affordable wacom i could get that has 512 or more levels of pressure yet isnt absurdably expensive as the intuos 3 thanks !
Quick update on the textue, I'm not finished yet; I'll paint some scratces in, overlay a grunge texture and refine the red stripe and the rust on it. If you have any other suggestions, feel free to post them. And here's the diffuse, it's 1024*1024, but I'll resize it; as I know a 512*512 map is enough for a prop like this.