I don't know how to create a normal map tile, that you mentioned. Do you have a resouce or example on this? Also, could you show me a good uv setup example? I'm baking using xnormals and the texture of the shirt is 1k and the shoe lace is 512x512.
Sorry to hijack your thread but it seems your issue is resolved and I'm too using 3dsmax with a normal map problem. Can't make a threads yet it seems and I'm impatient. :p Pulling my hair out with this. OK, here it goes. I'm using 3dsmax 2013 to render out a Normal map but for some reason I keep getting these annoying…
What Nicolas means is that if you create an atlas at 2K for example, no need to create a 2K eye texture if you plan to resize it at 512px in the final texture. Work directly at the resolution that you need (or the relative one at -1, -2 and so on). Also check out :…
log10RGB(512kb) vs RGBM(1024kb), same res. log10RGB info: If your brightest bixel in your HDR image is >= 10 then K is 1.0 since log10 (10) = 1. (which means you already used all 0-1 interval). In this case the first image is the worst case scenario.
I modeled and textured a smaller prop to get a feel for what workflow would work best for this project. As there will be no normal maps, I went straight into texturing - I am trying a new technique, where each asset starts with the same base colour and is painted over. This will hopefully create a stronger coherence…
Xoluil: thanks, interesting to hear what people think, I made the wheels slightly bigger than in my reference but maybe its just not quite big enough still. Good tip about the slight curve, wouldn't have been able to notice that on the blueprints. unfortunately unity is being a pain in the ass and wont export with my…
Just some random reactions to your captions. Consoles have a huge leg up on the number of draw calls per frame. The numbers change every few years, but console games can get away with 10s of thousands, while PC games need to keep it ~500 per frame to not choke. It's just a side effect of the architectures. x86 tech is a…