Christian - this is great! I really like the work you have done and it looks like a good start to a useful tool! I have some suggestions that I think could help improve the program: - Numbers or input fields for the sliders (for more precise control and for matching multiple textures/settings.) - An image format choice…
I think the simplicity of your website is great. Bigglesworth has a point about the cropped pictures. I could only give you some advice about your texture maps. They are all 2k maps. If you look at the size difference between the phone and the chair I would also expect a difference in texture map size. With the new…
Quick update on the textue, I'm not finished yet; I'll paint some scratces in, overlay a grunge texture and refine the red stripe and the rust on it. If you have any other suggestions, feel free to post them. And here's the diffuse, it's 1024*1024, but I'll resize it; as I know a 512*512 map is enough for a prop like this.
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Keep in mind it's fuzzy math and not a precise calculation that needs to be perfectly nailed, getting close enough is fan-tastic. Another way to think about texel density is in unique surface area, that you need to cover an object. Like wrapping a present, how much wrapping paper do you need to cover an object. Come up…
I made up a quick garage. This is super hacky and simple but it provides slightly more context to test rendering features in. I also threw in an old gt40 model to test with while I wait on the actual body work. Lastly, I found a slightly hacky way to improve the extra reflections under the car. I made a box reflection…
Okay so Ive made some actual models, still open to feedback on the texture but also, how do people feel about the models? does it suit the bark Ive gone for?. [SKETCHFAB]57dcf0e67a9c42c796fd84f6c559f25b[/SKETCHFAB] [SKETCHFAB]51d3a04a976a4596a11d0e22da12a7ce[/SKETCHFAB]
I think the chick is looking kinda creepy right now... I'd go for a rounder shape myself. Something like this http://i178.photobucket.com/albums/w262/cyndelouwho22/Critters/517117grkpbyjcvm.gif
Im not sure 100% what you're getting at but your larger props can be 1024 maps and your small props could be 512 maps to keep texture density roughly even across the scene (4 512 maps in 1 1024).
I did both 512 and 1024 and was still at a very low poly count. Base count for the cube would be 8 anyway, and maybe the size makes it so it doesn't reach into the 6 digits. I tried scaling up and down with similar results.