The light dome sets the shadow map size pretty low for each light (default of 128 I think), which if you had a lot of lights with large shadow maps (default of 512) it would slow the render down, especially if you turn on light tracer or switched to raytrace or area shadows.
1. yeah that's exaclty whats happening. I'm using light maps on all foliage. The average resolution is 128 2. the lightmap UV layout is the same as the texture map, with plenty of space between shells. It is only happening on the instances I shrunk, using the inbuilt setting in foliage tool. thanks again
the ones I've seen and used in the past were 256-128 per face, you really dont need super high res, a blurred reflection usually looks better, you are never going to really see crisp details. the main thing is the light sources and hues are properly approximated in the map.
Your outlet UVs use only 1/4 th of the height of your map, make it use the all UV space and use a 128 px map (512/4). It will make the same textel density with less maps. Consistent texel size + Maximizing UV space = less map = Less memory
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.
I'd pick 128-250gb SSD over 16gb of ram for photography. Raw photos can get pretty large and slow to move around and open, being able to open Photoshop in a few seconds is really nice, and a photographer shouldn't be making massive PSD files like video game artists do.
Made this sandbag wall before I know how to bake. Went back to day and tried it on one of the bag. Note that the baked sandbag uv was made really quick just for testing, same goes for the texture. Will be remaking this sandbag wall model :) The regulare sandbag contains 104 Tris compared to the 128 baked.
3D Max 2012 How do i make a specular map? i've already tried doing it on a object with its AO already applied but it resulted with a black map even when there is a skylight in the scene. the specular settings where essentially the same as AO map just rather than an ambient occlusion with metal ray in diffuse at 128 but…
im currently workin on a Iphone project at my job to (though not as fun looking as this does) but dont you think the texture is rather large for iphone? I was told keep it within DS based confines when modeling/ texturing biggest texture where using is 128 currently.. how many ships will be on screen at a time?
you might want to try and use a bunch of small textures. a brick, window, trim etc... that tile of course. I'd say nothing larger than 512x512, prolly could get away with 256 or 128 for some stuff. be easier to give pointers if you had an example of the style of building your going for too.