Thanks for the reply. In the videos all of the artist use a model that is already UV mapped. Atleast as far as I can see. :icon15: Is the workflow Mudbox, Photoshop also interesting if you paint on a high res model and then bake your textures (diffuse, normal,..) onto the low res version?
Thanks Chris for the critique. I'll definitely give some room for critiques and improvements. Had some time working back on the metal crate, re-did most of the diffuse and specular map, added some blue-ish/purple colors and fixed the texel density on my UV maps.
UPDATE: worked on a basic diffuse and specular to test it in the engine. I'll be redoing it so try to think a better color combination than the one I've choosen (I'll be doing a couple more color tests tho) The map DOES NOT CONTAIN any kind of wear yet. UDK screens:
I don't have the exact process, but yes, that's about how I got to that grayscale texture. There probably were some more minor steps which I don't remember. I didn't need the color information anymore because I blended multiple wood textures for the diffuse.
Hi again guys, just added a new gallery to my Online portfolio, this time some characters for Zombeer game from Moonbite. Highpoly and lowpoly models and the UVs were made by Alberto Peteiro and I made the textures (diffuse, specular and high frequency detail of the normal map)
No script necessary, the UV Layout tool works pretty well. Copy your diffuse/UV set 0 into a new UV set, and run Layout. I love the new Unfold3d unfold algorithm, but you can always switch back to the legacy version in the Unfold tool settings.
Yep those normals are super squishy for a death-dealing cleaver, but its also in the diffuse highlights (did you bake them from a high-poly?) - the metal highlights should be short and sharp and the normals should be tight like a tiger. But I like the shape and design of the actual weapon.
Got the Diffuse map. Accordingle the lessons, put the sub-object material with 4 materials in at the high poly model . and got the render As i understand that should not be the imposotoin on UV, because these elevents has different ID. Can someone tell what is wrong and how i can correct this?
Quick Question Adam: The Texture Limit for environments in 4096x4096 per material pass. So does that mean Say trash can with 1024x2 diffuse, spec, normals still only counts towards 1024 of the budget or Do all 3 maps added together count towards the budget?
Thanks Jalay, that helped!! Appreciate it. Still having issues getting my texture color to match SP though. Way to bright and shiny in UE4. I have sRGB checked on for the diffuse and unchecked on everything else but I still get a drastic difference. Anyone have any suggestions?