I'm not exactly sure how this works, or the reasons behind the limit of exactly 512, but you could always take all your textures that would be on screen at any given time and simply see if they all fit on a t512x512 space in PS. Example: 4 x 256 texture sheets = 1 x 512
There's this game, Pandemonium! (1996), it was ported to the PC in 1997 so it uses that segmented body animation technique, but it wasn't originally built for the PC. Go to 08:50 to see a close-up of a character: https://www.youtube.com/watch?v=u3vJsaAE0SU&t=530s
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.
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…
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