Thanks Moppy, so im better off scaling a few more pieces and fit them under 2 maps at 2048x2048 than having 3 1024x1024 i guess your right, it would make more sense to work with 2 maps than 3 for me right now.
You can have more than 2. Not sure if there is a hard limit or not. Though for most objects, 2 uv channels (assuming the use of a lightmap) should be more than enough. There is the rare occasion of using a 3rd UV channel for grunge textures, decals, or other misc uses. The lower the better.
Looks like Unwrap UVW doesn't show UV channels other than 1? I applied a planar on UV channel 2, and then unwrap UV (set to UV channel 2), and it shows the same map as in UV channel 1, when they are very different. any notes or data on this? Maybe I'm missing something.
Hello, I am the leader of A Nation Dividedthe American Civil War Mod for Half-Life 2 and am in need of 2 player models, one union and one confederate. If anyone is willing to take on this task email me at vlightinc@cybertown.com or post here. Please help us take the a great era in Americas past online.
Hi Guys, I'm currently working on a Top Down Isographic game in Unity and I've just completed 2 buildings to be used as static props in the game. I was wandering if anyone had any tips on how I should go about UV Unwrapping the models in 3ds Max. There are 2 images of the models attached. Thanks in advance! :)
Hi everyone! I will post here my process. I want to make 2 fanarts and 2 static cycled animations. Just started learning Cinema 4D and AE, so it will be difficult :) Started from design. It will look something like this: Then a more detailed render: And now I'm working on 1 art:
In the UDK docs (https://udn.epicgames.com/Three/NormalMapFormats.html), BC5 and DXT5 both clamp to 8 bits, but BC5 tosses 2 channels, can anyone explain why the file sizes do not reflect the difference? Uasset files in UE4 are very similar as well. Seems like we should be saving in file size for sacrificing 2 channels,…
@Mark: My slide, and main body are 2 different pieces. So, gsokol's method might be the best. (tell me if I'm wrong) The different colors, are different pieces of geometry (floating). I made the slide, and the main body 2 pieces on purpose so that I could animate it later.
I'm not sure why you would include the original Wii at all in the 'current' console war considering it's all but dead. Of that 101 million sales figure you posted, only 2 million was in the last 2 years and only 500k of that was in the last year. No one even makes games for it anymore.
sargentcrunch- man I done in in 1 min. just to show him how to tile this elements. He can map 2 models or 2 color variations on this texture, or just make 512_512, come one. IMO vertex paint isn't necessary and require quite complicated shader. Not worth.