Hey everyone, I was sent an art test for a Freespace Mod, and I was asked to use a 4k map for a fighter craft. This seems a bit too huge for something that takes up maybe 20% of the screen. What do you think? The craft would be playable. edit: The reason cited was that the texture could be scaled down, and that people who…
My question is about seams. As of my underestanding if you are going to texture in a 3d program then you just need unwraped UVs even if they are divided in 1000 islands it doesn't matter. Is it true? I see some people still care about seams even if they are texturing in a 3d program. Because i want to split a human's body…
Hello. I am making an island... I am investigating some popular games to learn about it and so that I can make a better island for my game. There is a question for me, I'd be happy if you help and try to answer it according to your experience. The question is, how to mix two textures and blend them OR more importantly,…
A Direct Draw Surface or .DDS is a texture that is highly optimized to work with Direct X. Most modern game engines use this file format as again it is made to work with Direct X. DXT1, DXT5, 3Dc etc are the different formats that are used based off of what you need that texture to do. For example a DXT1 is a diffuse or…
Hi everyone. I haven't been around for a long time and I have been refreshing my fundamental knowledge of 3D art. I spent some time this week studying optimal texel densities and texture map resolutions, which led me to come up with this reference sheet: It's the result of some study notes and a deeper exploration in all…
--EDIT-- New Project: Final texture: --ORIGINAL POST-- Testing out some hand painted textures.. I would love some feedback on this. ps: marmoset: zbrush: I feel like this would be the base that I would paint over, to give it more of a painterly feel, but I'm not sure where to take it from here.
Hi guys Im currently working on a cabin log environment in ce3. I have two possible textures for the cabin log, which do u think should i go for? I still need to add vertex blending to add variation/dirtyness to textures. I will post a full work thread of the project soon.
So i'm curious as to what is cheaper on a game. Higher poly counts on character (lets say a MAXIMUM of 24k tri count) with 1 2048 texture or a lower poly count (lets say a MAXIMUM of 12k tri count) with 3-4 textures. I've always wanted to know what is more expensive on the system. Thanks :)
I certainly do... no need for ill words. -- If you made a high poly version of your ship, you can use the bake for additional details (AO, Cavity, etc). Going off of what others have already said, if you only have a diffuse at your disposal it really comes down to trying to get the Diff to compensate for the other…
Thanks for the comments uk_resistant: i just noticed that after posting, but when i looked at tiled, it didnt look so bad. It looks like the slanted tile is jammed into the other one and squished a little bit. heres an example: Pior: i may add more complimentary colors in other textures (maybe have a few rooms that are…