On the note of grid if I am modeling in Maya I run my settings at 256, 16, 1. On the other hand you can also run off 512, 512, 32 just another way to get the same gird settings. Just depends on what you like both ways will snap.
Are texture atlas still used nowadays? I mean, I understand how making trim sheet textures (cramming 4/6 trims on a 512*512 texture) being useful, but doesn't actually cramming loads of textures on a gigantic map ends up being actually worse for the memory buffer and will cause loads of texture streaming problems?
Iciban Thanks! I'm going to call this done for the time being, want to start to focus on something new and I'm starting to hate looking at it :P wireframe, final tri count - 23, 809 texture sheets - [final res - 2048*2048's] [final res - 512*512's] All feedback is welcome, hope you all like it!
Vailas: I'm planning to code the game and do all the media (hopefully) Zephir62: Thanks for the comments . I'll try and do some tutorials before I attempt another character model. I am currently practicing environment modeling and I completed the model below. It was a lot easier that the character polycount: 2906 texture…
Gannon - triangle count may vary for complex shoulders or helmets, but usually it's around 1k (+,-). Texture size for body textures is always 512*512, for helms and shoulders 256*256 for each. Luke003- there is no sculpts, it's all hand painted in 3d coat based on simple low-poly AO bake. Torch- thank you.
The guns and especially that van are standouts, I mean for goodness sake's a detailed smoothed high resolution looking vehicle: way under 2k tris 512 x 512 textures/px Alongside normals edited by hand in an image editor, no less - Wow! As an aside, imho I've only seen low poly baked stuff by Ben Bolton which I think is on…
Here I come with some images from character / enemies I'm doing right now: Crawling hand: 2k tris - 512 texture. Same mesh, different poses so we could have a nice variety on the table. Standard Goblin: Around 7k tris - 512 texture Highpoly: Lowpoly + textures Hobbit: Highpoly:
What is the final product? Game or CG movie? 1. Depends on how big the road and the road texture are. If the road is 512 wide and the texure is 512 then no probs. If you would have to tile then you could break the road tile with another texture or if you have them, you could project the lane markers on to the tiled road…
im guessing since that is such a large planar area. you could just use a 512*512 texture and tile it in that wall. you canse use decals to stuff like dirt under the windows and whatnot. later you can do some AO on a diferent UV set since ut3 suports multiples UV sets.
956 tris, 512 textures 902 tris, 512 textures I could probably take a few more polys off by deleting more backfaces, but I'll leave it for now. Maybe I should have used a 12-sided cylinder for the bottle... might change that if it continues to irk me. I'm making a security camera next, hi-poly soon.