Stegosaurus finished up last night. Came in at 1,600 polygons and uses a hand painted 1024 x 1024 texture. One of the big parts of optimizing for platforms like mobile or web is making sure the asset is versatile in some lower end situations. One of the ways to tackle this is to make sure to paint nicely detailed textures…
Yeah, I was gonna say, I don't see anything too special going on here. I bet it's just a flattened layer on top of the document with the Unsharp Mask filter cranked up. And my vote goes for painting in actual rez. The downsizing thing really only makes your mistakes harder to spot. But it doesn't magically add details or…
The difference is that main asset will be 1024x1024px, and your barrel will be 256x128px. Or whatever in comparison to your main asset's texture resolution is. Right now your barrel would be using 256x128 of a 1024x1024 texture. Thats two 1024 textures, instead of a 1024 and a 256x128 texture. Think of it as cropping your…
Well if you don't have something to export to paths just make your paths on a higher res image and downsize. So out put at 1024 x 1024. and trace your uvs with the path tool, delete the original uv template, (pixel one) then resize.) Painting at 128 x 128 isn't bad. You need your uvs laid out properly though. For painting…
this is a problem that I am currently unable to solve completely The only solution was to turn up the texture resolution of the mesh. Below are the assets and bake settings I used problem: it shows up at where the UV seam is at. more visible on 512 resolution 1024 assets: a low poly model with normal splits on hard edges.…
Hello guys. I seem to have a lot of problems with texturing at home which I don't know how to fix. I have been trying to find the solution for past couple of days and then I was told to register on this forum. I work on the student version of 3ds Max 2013 but when I texture at college everything is fine so I don't know…
I keep running out of ram whilst using Substance Designer but before I go and buy a very expensive 32gb kit (currently on 16) I want to see if there's something I'm doing wrong. What I have is a material blend node with a colour mask and all 16 slots have a material feeding into them. The materials are mostly ones which I…
Hi Everyone, This is a fist weapon that I designed from 2D to 3D. My inspiration came from Blizzard's World of Warcraft: Wrath of the Lich King. The main idea was to create a weapon that could drop from the upcoming dungeon, Icecrown Citadel. As far as style goes, I know it does not match the assets in World of Warcraft,…
I'm still a bit new to UDK. So much info and settings it is overwhelming. I've tried looking for a solution but can't seem to find one. The problem is Lighting. I'm casting a light through a static mesh which has an alpha, basically light coming through a window. But the alpha isn't casting shadows correctly. Things I've…