thanks sectaurs. I'm think I'm going to stick with the original. I was happy with the stabilizers I added so I added those to my uv map. Right now I've got a decent looking metal texture but the problem im getting is that I just dont have enough pixels per panel for the details to really make any noticeable difference. I'm…
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.
Strange I havn't encountered any sluggish performance yet. I'm using 2 512mb 8800 SLI Nvidia for cards, with 4 gigs of ram on a 32 bit ultimate vista. I guess i'll have to dig deeper and try doing some of those demonstration features like a field of hundreds of thousands of human characters or rhino's in their case ^^
Thanks guys. I'll move a few things around tommorow. The unwrapping went faster then I thought. Got it done in 1.5 day. I got it down into 4 maps: - Fleshy parts (4000x4000 px) - Boney parts (2000x2000 px) - Slimey parts (1000x1000 px) - Eyeballs (512x512 px) Here's the result:
Alright decided to bring this back to life as I need more help with texture blending. I have a grass texture and a cliff texture I need to blend together at the top of the cliff texture. The Cliff texture is a 1024 x 1024 horizontaly repeating texture, and the grass texture is 512 x 512 and is seamless in both directions.…
If anyone wants to do lunch or dinner or drinking, give me a call 516-680-1603. I'll ask around for a place that can accomodate 25-30 people. Ask your concierges as well, odds are we'll need to move away from the convention strip.
Softimage will not let you rescale the noIcon texture. You have to choose another image (or copy the noIcon texture to your project folders). I normally use a black.psd for Stamping. If you want to change the UV shape to (for example) 256 x 512 rectangle: In the texture editor, select File>Clip Properties. Under Transform,…
rendering out larger isnt something i do all the time, but it can help if you have really fine details that arent showing up quite right, or are getting poorly anti-aliased. Not sure what you mean about 75% ? A 512x512 is actually 1/16th the size of a 2048x2048.