So that's a target of 256 pixels of texture across a distance of 1 meter in the game. Measure a branch with leaves on it. If the branch is about a meter long, then it should be 256 pixels long. Simple.
but to answer your question more seriously. there are artstyles where you do not need to unwrap or texture. it depends on if you are happy with such a style or not. unwrapping gets more and more automated but its still an integral part of our workflow in game productions.
Hello everyone! I would like to announce that we’ve finally completed our final year project film! I haven’t updated this thread in a while since we were fully focused on production and polishing for submission, but I wanted to share the final result along with some behind-the-scenes progress. Huge thanks to everyone…
being stucking with this problem for a while now, tried many ways googled from net but non of them worked. I did it step by step but the result is still the same... feel very frustrated. What I did to my uv map, I used mirror for all parts of the body except body and head. It shouldn't be a problem right? I seen many ppl…
Is there a way to projection map using Mental Ray without getting errors? I want to bake Ambient Occlusion from my high-poly to my low-poly. The scanline renderer can do it but I'd like to use Mental Ray. The error seems to occurs where the high and low-poly objects are Z-fighting. Here's an example:
I've been trying to render out a normal map using Max for the past two days. Every time I do these black spots appear and screw up the map. I've searched polycount/google and have tried a lot of things: resetting xform for LP mesh. Not using supersampling. Using Max 2.5 start supersampling, and then trying Hammersley with…
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