In this thread I will be posting my R2-D2 project as I work on it. Critiques are welcome. This asset would be for a PC/Console game. It also would be a major character, seen a lot and up close, perhaps as a companion in a 1st person game. The Lowpoly Mesh Ive used the Ubervert Count script to get vertex and other info:…
Grats on starting up your folio and putting something up for critique. I just want to offer up a more efficient alternative to using UV space for making a crate. there are lots of ways to do it and these two are not the end all of all crate textures. I think instead of mapping everything uniquely like you have, you can go…
Let's say you have four buildings. You give each one a UV layout filling the 0-1 space, and you set the resolution to 512. Then you create your textures in photoshop or substance painter. So for each building you have one 512 material. A total of four materials. So you have four separate materials now, but in your game…
I understand how modular sets work. But what I’m confused about is the size some of them tend to be. I see some modular pieces, like a wall for example, that might be 4x4 meters. This maps a 2k texture nicely with a texel density of 5.12 per meter. But then I see some slightly taller. Or I see some like 3x4. Is there any…
You can use overlapping UV's but you want your light map channel (normally the 2nd UV slot) to be uniquely unwrapped. If you don't have a second UV channel created I think it copies your first, which might be the problem you're running into? You can create a second channel on your own or have UDK auto unwrap a 2nd channel…
hey josh. a few things i noticed. your unwrapping is wasteful. lots of examples of this. Your red arrow shooter has all these sides that could have been layed over each other in the unwrap. That thing could easily have been done to the same quality you have with one 512 texture. having two 1024 textures definitely wouldnt…
Okay so I have a few more questions that popped up and wondering about. -Since UDK has lightmass and you can use emissive textures for lighting, in what cases do you not even use a actual light. I have some blue lights in a texture with use emissive checked and it does a decent job of bouncing that blue light. What can…
Hello ! Sorry for the late answer, these uvs gave me nightmares :poly127: So, what's new : basicly, nothing. I spent the whole week unwrapping this scene. Objects has a 1024 ao map that use a first uv layout but I'm not very happy with it.. There are some glitchs to be fixed and I have some troubles with edge blending…
@tvidotto Here is the UV/Low poly bake model with quick color overlays so its easier to read Yes i can prove I made my item first, just look at the submission from my post and the concept My thread post #132 dated 1-23-2014 has a WIP image. http://www.polycount.com/forum/showpost.php?p=1993557&postcount=132 His post #53…
My last gen mind tells me not to go over 512 x 512 for this, but I know I would be hurting myself if I did that, plus I noticed that normal maps don't really look too good at that res, at least when baked directly to that res. I was given a week to do this but since I work the third shift I won't have much time at all to…