Id set up a image of 512 by 512, get some grid lines at set that at Grid lines every 128 pixels, subdivisions 1... make sure you go to Window Show Grid. Id start off with your brush at 100% hardness, 0 spacing, and for the grout lines turn on the Scattering and raise it up to something that makes it not so uniformal, then…
Love it all. Just a quickie - do you really need a 2k texture on that golf cart? I bet a 1024 could do that. In fact, I reckon you could pack the exterior onto a 512, get the interior onto a 512 or even a 256, and then use a 256 decal sheet for the logos. We have a lot of vehicles in some of our games so we need to keep…
Its been a while, but i've managed to do a low poly and textures on this guy. The body is at 2048*2048 d/n/s whilst the gun is at 512*512 d/n/s. I wasn't overly concerned with the polycount so I pushed it to 17'729 triangles (including all accessories, guns and teeth/tongue). The render was done using multiple Marmoset…
I'm trying to optimize my UVs for an asset I'm creating for mobile game, right now the model is deleted in half so I'll mirror everything at the end of the UVing stage to save space, parts that are not deleted, are already stacked on the UVs. my problem is, that I can't fit some of the UV shells into 0-1 space without…
Hi! Im having problems with the Mudbox 2012, because the objects that I created or import are black. Ive tried to change the material and lighting, but no results. Any suggestions?? Ps: Heres some information about my laptop. Windows 7 Home Premium Processor: Intel®Corei7-2620M CPU@ 2.70GHz 2.70 GHz Installed memory…
Thanks Fenyce, To be honest I don't know why i choose redish color.. maybe because I keep looking at this bridge right HERE I'll make sure to match color a brown bridge when it become nicer xD The resolution might be why my texture looks blurry unlike people's texture. I used 512 all the way. I just tried making another…
Thanks guys! serriffe - its a mix of 2 tileable 512*diffuse/normals and 1 512 overlay for all the dripping details. I will scale the tieables down to 256 at some point! Here are some updates, I have strayed even further from the original concept - adding an elevator for a king / nobles to escape through if they need to. As…
Well, yeah i do agree that 1024 is quite a lot, but i'm just not sure what can one do to about it. If i reduce res, the shadows looks just way to wrong...even with 512 it's a huge difference (which still doesn't make any sense to me, 512 seems a whole lot for a simple asset that i shown earlier and certainly more then…
my silly test with mesh merge using 512 pixel texture , too bad it uses udk organic UV auto unwrap ( I have to workaround export to other 3d applicaton to have proper hard surface unwrap then re-import) otherwise, we can use original material with UV coordinate tiling in UDK. ( as long as the texture image is seamless) I…
I think MoP is a bit behind on Real Time Strategy specs; Command and Conquer games are pretty much the lowest spec around and even they use 1000+ polygons and 512^2 textures. On the high end of the spectrum, Company of Heroes uses 5000 polygon vehicles with 1024^2 textures. On top of that, all modern RTS games use normal…