Quick Follow up for the texture maps i used. I use 1x 1024 Diffuse and 1 x 1024 Normal, 5 x 512 Diffuse Map, 5 x 512 Normal Map and 1 x 512 Specular map
I work at the maximum res. Usually at 1024, sometimes a little bigger (2000x2000). Scaling down is all good because even if some details disappear, the impression of that detail is still conveyed well enough, except in extreme cases, ie 1024 > 128
Thanks for all your advice :) I'm gonna change the mouth on the low poly this afternoon. I do the Lowpoly mesh yesterday : And here is the first result un udk ( Ao +NM ) 2048*2048 for the moment :) ( gonna reduce after to 1024*1024)
One more thing to keep in mind is that it can be best to stick to a standard texture size. Most people understand this as a rule but don't understand the logic behind it. The way I understand it is that its easier to load and unload blocks of textures if they're the same size. Unless your using id tech5 which compiles all…
[FONT="]I think the whole Shift + C and Ctrl + C idea does not really bother me all that much. It falls under memory. XSI has a unique default setup of positioning core modeling functions around the hand radially. Alt=S and around the left hand exists all necessary functions. After adaptation and familiarity is…
[ QUOTE ] lol... well i wouldn't say its good or bad, it certainly works well for them. but it just goes to show that there are many different ways of doing things and its not all about normal maps. [/ QUOTE ] To elaborate on what you said, I ve seen a convention on next gen shader techniques (Farcry 2)and there are two…
Hey, Here are a couple of the other props i threw in to the modular scene. Dumpster - 1024 maps Norm, Diff, Spec, 406 poly And a garbage can 1024 Maps Norm,Diff,Spec 212 poly Again C&C are more than welcome.
Long time no post! I'm done with this one :) Rifle : 12072 tris , 2048*2048 Diffuse / Gloss / Specular / Normal Red dot sight : 1900 tris , 1024*1024 Diffuse / Gloss / Specular / Normal (I'll post wire and texture sheets later !)
Thanks ;) the texture is pretty big for this one 1024 x 1024, I think as a test it's ok what would you recommend doing it at? 512 x 512? 891 tris, pretty sure I could get it down a bit especially on those thorns.
photoshop or other image edit software... The simplest way is : - create a new picture with 512*512 ( or 1024*1024 and so on ) - open your reference pic and paste it into - save the new one ( 512*512) - great! you have now compatible texture for maya :)