This looks like a fun one! best way to approach this (any any asset imo) is to decide what you want to be unique and what you want to tile. from there you can save yourself alot of back and fowarth work. if i was doing this. id have a tileable for the bottom floor. and one for the top floors. then another for the silver…
I think this is a great game! Im really interested in making something for fun. I have used the specs on the wiki to try and make the Back to the Future DMC. 2998 tri kart / 720 tri wheels Couple questions; I noticed there is no start-up animation listed in the animation list on wiki. So when the typical camera crane drop…
alright. here's my first ever texture attempt. this keg model that was handed out as part of game-artist.net's speed modeling competition. i didn't enter because it took me a long ass time to figure this out. i didn't unwrap this, it came unwrapped already. just thought i would get my hands dirty on the texturing part a…
THIS CONTEST HAS ENDED. Winners will be announced July 12, 2010 with the Polycount Pack being released for Team Fortress 2 thereafter. To coincide with the launch of the new Polycount site, Polycount is teaming up with Valve Software to bring you the Team Fortress 2 Polycount Pack. Yes! That's right, an exclusive Polycount…
quick update I tried importing Axe Only shows head and rig also but I was able get some information off the script editor. Heres the Pasete: // C:/Users/GriffeXe/Desktop/axe_model.dmx.smd // The current time is: 16:52:37.81 Enter the new time: // Warning: problem creating smd weight map template // // Warning: Command…
"texel density" and texture resolution is pretty much the same thing, at least in this context. One determines the another. When you set your modular mesh uvs to use 512p/m, it means you assume that uv space 0-1 will be filled up with a 512 texture, and this 512 or whatever resolution texture will fill up space equal to 1m…
i would avoid UV sharing between meshes just for the strong reason that if those meshes are not on the screen at the same time, you have wasted texture space because unused mesh textures are being loaded into memory because it shares it's texture map with something that is on screen. as for the texture density, a quick way…
From Polycount wiki: " Visual Packing Guide If you want a visual guide when creating your UVs, one easy way to see the spacing is to use a checker as the background image in your UV editor, with each checker square set to the padding width. For example to get a 4-pixel-wide checker on a 512x512 image, tile the checker…
Alritghy here is the flat here. The texture size is 512 x 512 right now (should I shrink it?) I agree fully with the face, obvisouly I was trying to go for the cool stylized look, but as Sec said, its just not working right now. I'll fix it up. Should I move it back some? (the muscle line) Hey Johny, was just wondering…
It sucks, but why? I'd like to dirty up the bottom of the wood panels on the lower part, but that's a tiled 512 texture... am I allowed to overlay another one? How? I'm hotlinking from my own site, there are a couple more shots of it there. There were about 5 or 6 complete maps, most have spec and normal, all of them have…