[SKETCHFAB]aab3235421c54f9eb95f8ff0fa14cea5[/SKETCHFAB] After Thoughts: - I somehow managed to overwrite my 1024 Texture PSD when testing the 512 so while the Render is 512 the SketchFab is not 1024 for a more HD viewing :/ Like the M9 - Completely forgot about the Shell Discharge Bit on the top, I had Overlapping UV's so…
Hey Ferg this is FANTASTIC, but I really think you could get the same effect and res out of a 1024. The texture isn't too dirty, and should scale down fine I think. 2048 just seems outrageous since I know a majority of characters I have seen get 1024 max on consoles. BUT her hourglass shape is BANGIN'. Love this man, keep…
Hey, yep I even found out that this is overkill. Today i gona model grass with texture maps apllied of grass i scanned. then aplly it to small patches and render out diffuse alpha and mayba a spec map for it on a 1024*1024 grass sheet and place it on a plane for lowpoly grass like its normally done. Lets see if the texture…
Ehhhh, I wouldn't worry about the site being 1024 wide. Thats a good width and if any director/hr/producer is looking at your work on a 1024 by 768 resolution, they've got issues. This isn't 1995. I really like the style of the site and how you've incorporated wordpress, unfortunately this might present some issues if you…
These are my max settings. I'm pretty sure the image has to be square so it can load it into texture memory correctly. EX: 128^2, 256^2, 512^2, 1024^2. Load your images into photoshop and first change "canvas size" to be equal to the width/height. Then scale the image to 512 or 1024. I always round up because there is no…
Need a little help with this one. The resolution is one notch too low, and the textures on it are currently two 1024's. I know I can squeeze a little more out of the texture space with more mirroring of the uv's, but I want to try 2048's to improve the quality. Also, I don't want to mirror areas where it might look too…
Hy Guys, I have completed this little robot and I want it to show you and hear if you have any comments on him. 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…
This environment piece i took way more into account the resources i used on it, total poly count is 492, and the maps are all 1024 x 1024. It still has some tweaks left but aside from the technical fixes and changes based on crits im happy with it. Im starting to update my portfolio and im starting simple and i will add…
This character is coming on a project I'm currently working on. The screenshots are taken from the Unity 5 viewport (no fancy filters etc.). As textures I used one 2048*2048 for the whole mesh and a 1024*1024 for the hairs. Highpoly modeling was done in zBrush and so was the skin texture with spotlight. For the rest of the…
Hello Guys ! Thank you all for taking the time to help me. So I tried to crank up the light map as ZacD said, 64 to 128-512 even 1024 nothing changed. But thanks for the advice, I'll keep that in mind (= The only solution I found for now is to make one big mesh of the road and the counter. The road is at 1024 and the…