On a character I would still not go any higher than 512, depends on your target hardware but often a 1024 map is used for an entire character. In my opinion, if you have a 2048 texture map on your character you can go for a 512 texture map on the mask, but if you have a character with a 1024 map 512 might be pushing it…
[ QUOTE ] I don't see why you can't break your sheets into 4 1024s [/ QUOTE ] Well, if you really wanted to, you could visually break down your 2048 into 4 seperate 1024 quadrants (or whatever other power of 2 combination you want), then organize your uvs for each piece you want into their own seperate area.
Thanks for your suggestions. I think I will stick to the bolts. Here are some test-bakings I did. The first one uses an 1024 texture, the second one a 2048. With some rework in the highpoly model I could make the bolts stick out a little more, so they are more visible in the 1024 texture. With the diffuse and specular it…
Yes it will change, if you create 1024 texture the uv space will be 1024. If you are doing this with unwrapping and object to have multiple UDIMs a good trick is that you can multiply this number to move the UV. If you type G X * 256*2 it will move 512 across on X and so on for other multiples. You can see how far you are…
Too a point, if you look into the program you will find that each of the patterns has a set texel density 1024 2048 etc, what the program is doing is if lets say your working at 4096 density it will take lets say a 2048 pattern and tile it twice where if it was a 1024 it would tile it 4 times and set the repeat slider to 0…
gool guys good to see all that I agree with EQ though spark, I really liked your modeling, but you lost a lot of detail in the render I think :s I'm pretty sure it's nothing to fix but you may want ot have a look at that :S here are mine 1024*768 1280*1024 1280*960 1600*1200
Hey polycount, first time poster here,but long time admirer of all the inspiring work on here. Here is a dumpster that I have done in my spare time. It was originally supposed to be part of a friendly challenge between me and my friends, to be done in around a weekends time, with a texture budget of 1024 x 1024. I would…
Hello, Currently doing some mod work on pvk (www.pvkii.com) I have been working on the assasin for around a month and would like some feedback. There is no specular or texture normals and alot of the texture is base colours still. Thank-you. 1x 512 (face, will be 128 or 256) 1x 1024 1x 1024 (maybe 512) around 5k triangles,…
He guys, So I made this little robot from a concept. In total this robot has 4712 triangles. Its a little high poly but when making this robot I knew he would be seen up close. Used texture for this robot are: 1 x 1024 diffuse with a specular in the alpha. 1 x 1024 normal map 1 x 128 glow map Engine used : Unity4 I hope…
I noticed when adjusting the resolution in Substance Painter (from 4k to 1024), I noticed some distortion especially at the front end. At 4k, it looks close to fine. At 1024, you can see distortion at the front. Here's the UV map with the red highlights indicating the area of error. How can I fix this? and are there any…