Do you mean in pack UVs? That number is a distance from 0 to 1, so if you want to know how much it would mean in pixels then you multiply your image width by that number. So a spacing of 0.02 in a 512px map would be 10.24 pixels. If you want to go the other way, you need to divide your how much pixel padding you want by…
So this isn't your best work your putting up. You should be putting pieces that reflect your skill as an artist. Where is the environment that is on your home page? Why can't we see more shots of those environments instead of the assets you have under 3D Environments right now? I think the best piece you have is the razor…
Not sure how well it shows up but i threw together a simple example. How it looks in max (but even slightly worse than this) Original texture 512x512 Dont know if it matters, but im using Nitrous and Realistic Materials with Maps. Is this something i should stay away from? go back to OpenGl or Direct3d or whatever? EDIT:…
Sorry if this has already been asked. But how do you handle clones of themselves texture wise. Is it a different texture map or done differently. For example, Shaco/LeBlanc clones. Also, do things like the Shaco's jack in the box or Zyra plants share the same texture map? Thanks guys! If you choose to do a character that…
This is all for one object...? What the...? Ok... Well for a start. It should be on one texture. Not four. Theres so much wasted space its unreal, but worse than that, your texel density is a nightmare, its all over the shop. You have the smallest metal parts taking up MORE space than the body? And cutting "SOME" textures…
So, it seems that basically a bunch of tiled 512x512 textures (with greeble stuff on) is the way to go for the main "mass" of the ship. Then some individual elements get broken out into their own 512x512's and any decalling is added as extra geometry on the top (using some funky shader to fix the zfighting issues). So my…
A good method for adding variety to a surface using a tiled texture is to add some decals on top. For example if you took your base wall texture and removed some of the tiling grunge on it. Get that tiling perfectly so there are no seams. Then from there you can add another layer of geometry that is adding unique details…
I think you pretty much summed it all up, modularity is key for game levels and UDK, 500-800 verts for a wall is well, kind of nuts. If it was for vertex painting use a blend for you alpha and that should get you the same effect and even then around 88 verts and thats maybe 512,16,128 in max with about 10 length and two…
Why would you downgrade, I usually hear people wanting to upgrade?!? It's just stupid... it's like saying "Hey, i'm gonna get 512mb ram and a Pentium 4 processor" When you can get way more than that. This thread is mind-boggling and I hope your brother is trolling you, because there is something wrong with his brain.
Firstly, A+ on actually testing shit because nothing made sense. It's a thrill to help you. Second, painting on normals will never look as nice as a baked map with 8xAA. If you want AA on your painted details, make sure you do your work on a canvas twice the size of your output: Want 2048² textures? Work in 4096². That…