Exactly. Engines Mip in powers of 2, so try tI have your atlas divided more evenly. Ie, have every side of every atlas element a power of 2, so 64, 128, 256, 512, etc. I wouldn't reccomend atlasing in thirds like you seem to be doing.
Train Station - Update - Highpoly Good morning-monday everybody, after 2 breakfast, 2 coffees and the Teapot art is time to show you updates from the Train Station scene. Now this is a lot of high mesh to project in a low one, but it will be fun. Here the High Poly mesh for the rails. - Aender Lara
Well since I don't know how to rig, I'll pose some concepts. Left is Earthshaker, Right is Crystal Maiden. Can somebody help me with rigging? I want to have it rigged and seen in the dota 2 client before I make the normal, mask 1, mask 2 maps.
Hello again! Thanks everyone for your extra positive feedback. After 3 month I finally finished this project. I spend 2-3 days to make two suitcases and 2-3 evenings to remake textures. Here is final (I hope so) shot. Old and new textures: And suitcases
Yeah, do not rip assets from games, because: 1. Its illegal 2. Its unethical 3. Its a small industry, and you don't want to be known for 1&2 4. There are many character artists who would likely be happy to work with you if it meant you rig and animator their work
I'm getting the same issue, only exporting to ASE. My object, in Max, has a multi sub on it with 2 id's. Each ID has a placeholder texture on it. The object has the 2 id's assigned to it on different faces. I export that ASE to Unreal, import, and it only has 1 Material option. Ideas?
@harricool thanks for the advice, i tried paying a lot of attention to the proportions, I even made a 7 1/2 head guide for the characters Though it appears i miscounted, and made him 6 1/2 maybe @dmage thanks but i'm not quite sure what you mean by us mapping?
I think it's just inconsistency between the 2 meeting edges. If you want nice looking edges, the 2 need to have the same form with equal amount of spacing all the way through. Your high-poly source mesh could go a lot higher to get that nice, even edge flow.
Yeah, I've done this before for some little personal projects. I've done them 2 different ways. 1. Render out everything by room. The "camera" is static and you fade to black tween rooms. 2. Render out tiles, than you can use as sprites to piece together levels.
Hey thanks for the input so far everyone. I put in some more work on the first 2 textures... 1)I sharpened the image and redid the normal map 2)I sharpened this image also, and changed the metal texture a bit I also started to create the room, fill it with stuff, and light it.