The light mapping Mythic is reffering to is of the light BAKING variety. You would generally be responsible for concepting out your building/asset/prop, modeling it, unwrapping it, painting your textures, and then baking down some good GI or directional light into the texture for use in the dark map slot of our proprietary…
you said you have 4 shaders with 4 512'x a piece? so this whole object could be made up of 1024x1024 pixels worth of texture space even if it is broken up into smaller maps. A high poly would be good for multiple reasons, you would get nice bevels on most of the edges that would catch light niceley, it will give you a…
When you are done with your class requirement, I suggest you go to poops site if you haven't already and go through all his tutorials. To improve your modeling skills I would suggest you model some real things like cars, trucks, tanks, rooms. It might seem boring at first or mundane but you will learn a lot from doing it.…
Hey, thanks for the suggestion. I ended up creating a 512 tileable diffuse, spec/gloss, and detail normal. The diffuse is almost pure white with a little bit of AO. I just made new materials for each color and used the same texture with variation in the DiffuseColor parameter. I tried Vertex Colors before, but it didn't…
hi I ve read in Youtube's channel about texel density... could be possilble in TexTOols the same formula (extracted from a comment in youtube ,etc) calculation of TD : TD for 2048 is 20.48 ( 2048 px / 100 cm ) TD for 1024 is 10.24 (1024 px / 100 cm). TD for 512 is 5.12 ( 512 px / 100 cm) Text ools use meter right ? Meters…
Thanks for your answers guys. @Vig Was thinking about the first method you describe and as far as I can tell it would work great with big, semi-repetitive levels where it would be faster to create 3-5 textures and then produce lets say 20-40 overlaying textures which would then break up the repetition. Will have to try to…
Here's the first pass ao bake. I had to go with xnormal as maya's native ao transfer maps is still broken in 2011. Can't believe they still haven't fixed that, they still don't support spread, and orthogonal reflection is disabled and there is no option to enable it so depending on the camera you are in the bake will look…
basically you use world position to feed in to the UV's of the line texture, that way its consistent with the world's position, and not the individual mesh, therefore it's much easier to position around. you could make a set of lines in photoshop make them tilable on a seperate tex page and in your normal, stones shader…
Hi guys I am about to start a 6 week project where I design an interior environment (1 room + hallway) for mobile in Unity. The scenario I have agreed with my tutor to create is a japanese convenience store crime scene(Images attached below) So it would be a packed busy convenience store with parts of the store smashed and…
UPDATE: (finished) flats: I am calling it done, I gave it my best but now I must move on to new projects. The textures are now cleaner and optimized. Thanks a lot for the crits guys! They really helped me pushing the model further and it made the process a lot more fun. So big a thx to polycount. If you wanna take a closer…