Fair point. I just didn't think keeping a 4K texture on screen at all times was really a big deal. It's like what, 48mb out of 8GB of texture memory on a PS4/Xbone. I think even the switch has 4GB of video memory, doesn't it? That's why I figured 4K skybox isn't such a big deal.
in before everyone says current gen means 8k maps (it doesn't, they are wrong and everyone who might be thinking of employing you knows it) Provided you're making good use of UV space and are taking advantage of the resolution then 4k is acceptable. you're very unlikely to get away with 4k in a production environment but…
No no.. it wasn't just a slight lowering of res let's say from 4K to 2K. It was horrible like from 4K to 256x256px which is rather abnormal I think. But it works ok now for some reason.. I even don't know what I did to make it work again! May be clearing CC's prefs helped.. Thanks anyway Eric!
Wait, you said 4k map for the whole thing, and you don't have enough room for facial detail!? Is this a film-resolution model or something? I've seen great-looking "next-gen" game character face textures taking up a 512x512 before... you can fit 64 (that's right, sixty-four) 512x512s into a 4k map...
Hi I read that the most common texel density for the games are 5.12 for TPP and 10.24 FPP. I've been using this parameters for a while on 2k/4k textures and I'm not sure if i'm doing it correctly. Am I downscaling the textures actually and should the UVs have 20.48 density on 2k textures etc? I also heard that you should…
Thanks, TheGabmeister. But, If I had 3 base materials and their has 2K or 4K texture's resolution. I can combined the height/roughness/metallic/ao maps in one texture for each material. So I need preparing 3 base colors, 3 normals, 3 combine texutres. right? It has 9 textures of 2K or 4K. Does it cost more memory cost?
Ah thanks guys, didn't know that was the way to do it. I'll give it a try. I was using knald but loading a 4K map so it outputs a 4K AO doesn't seem to load a large amount of the time. Also it's not fond of loading my tessellated model. @kinetic No idea dude, never heard of that. I do this all over my model to triangulate…
so ive been using 3ds max for quite some time now..for lowpoly stuff but recently i started to make over 4k poly models and uv maping and unwraping over 4k models is not so fun..so my question is..what tool should i use for a better and fast uv map? mudbox zbrush 3d coat 3d unfold others?(wich ones)
Hello again, sorry for being late! i went through some things and i feel like i moved too far from initial concept. when i started texturing i realized that i cant make glass look good so i went to artstation for more inspiration and met this chests…
That's kinda what I was thinking, and is also a good point. I feel that as textures get larger and resolutions on monitors get higher (4k) the need for good textures will be paramount, I got a WQHD monitor recently and couldn't believe how much detail is missing in hd, I think the same will be of 4k, but to a greater…