The crane construction is textured with a single 512 texture with mipmaps and detail map on another channel. The geometry is mapped in a straight line around 60 degrees slant, so that the tiling is not visible. With the weapons, I had way more freedom. FPP and TPP models are textured and mapped different way. Double 2k…
Hi Everyone it will be my first real thread on polycount, so I say hello to everyone. Now I will present you first part to my scene called Old Warehouse. First part is an destroyed pillar. I did it using 3dsmax, Zbrush and Photoshop. It have 821 tris in this more then half for "wires". Textures are 2048 x 1024 but textures…
This is an updated first post as I am pretty much calling this one done. Unless someone has some more input on it. Left concept up in case anyone wanted to see it still... This is the concept which can be found here. Concept was not done by me... it sits at 2,772 Tris and the maps are 1024. The maps scale down to 512 well…
I'm having some trouble with my lighting / light maps. There's some seams and weird lighting artifacts. Everything is snapped to grid / perfectly aligned, but these things keep happening! Lighting is at a production level too. Any help? And they only happen on certain walls. Lightmaps are at a 128 at the moment. I've tried…
Hi! I'm working on a scene and after baking/building all the lights i get pixelated shadows as seen in the screenshot. I have to say that i get those bad shadows only from a spotlight that is on the other side of the window. Other shadows in my scene are crisp. Lights and meshes are all static. Lightmap resolutions are…
Its not brain science but it occurred to me that a 1024*1024 texture size contains 16 * 256 tiles. It seems that it would be rediculous to have 16 256 textures, but is it? Whats the impact of calling that number of textures since they would occupy little GPU memory? Being pretty poor at using UVW space efficiently does…
Ok so Im trying to figure out whats is the best approach. Im using UDK and my textures are 1024. I have several textures that have areas on them with lights. Would it be better if: A. Save out a 32bit 1024 texture and use the alpha for the emissive in the material. B. Create another texture just for the light section and…
So I took the advice of others and started with something easier to help me learn texture mapping. The result was this 1024 x 512 texture and 80 polygons crate. Here is the finished texture. Earlier, I did a much worse paint job which I immediately scrapped (ewwww). I followed the tutorials found in the polycount wiki to…
Hello people. If I have to texture/uv paired objects (such shoes and the like), how to proceed? Mean: a unique uv map for both (eg. one of 1024^2), or two separated maps for each (also a 1024, 'cause I see that 512 are very cheap for details)? I ask this also 'cause, when mirroring one of the pair and uvmirroring the uvs…
hello guys, im having a hard time figuring out whats wrong with my polygroups when i dynamesh the mesh. in the follow screenshot i separate the mesh using slice curve brush , but when i dynamesh it, i get random polygroups on top of each mesh i have slice and i cannot separate each one from another, because they still are…