Shit, nice layout on those UVs, conte. 256'll be a snap after working exclusively with 128s and smaller for the last few weeks. Slaught, thanks again for the SDKs, these'll be fun. You're like a damned modelling machine.
Workin on the head for the female. Still very WIP on the hair and I haven't touched the neck yet. Going for 1k tricount for the whole thing including body and 256 for the texture again too. The head occupies 128x128 of that like with the male.
it really isn't a waste, there might not be much to look at it but it makes all the difference as specular maps (in doom 3 particularly) seem to be extremely sensitive. but lowering the spec to 256 is perfectly acceptable depending on the amount of differing details in the spec map.
@gnoop thanks for clarifying a bit. Maybe I’m not fully understanding texel density with tiling textures. But thinking about it a little bit more, let me know if this is correct: If my texel density is 10.24 per meter, and I have a 4x4 meter piece, does that mean I need to have a 4K tiling texture on that piece for it to…
I have been using the y500 since early 2012 and can say it has been BY FAR the best laptop I have ever owned, or even used. The build quality is about a 9/10 (this is due me getting a laptop from the first batch, which used a now replaced a sometimes faulty touchpad) but the reliability, power, and price point put it at a…
Think Metal Gear in Germany 1942. Infiltation, Sabotage etc The Body is at 1820, weapon and equipment are at 680 tris. I was planning to use a 512x256 map for the body and a 256² for the head. Comments and Crits are welcome!
what did you increase it to? try an high value like 256 to see if it has an effect, if there's no improvement then the problem must like with the layout of your lightmap
There is a bug in the latest build that seems to restrict the resolution of some substance materials to 256 while they should adapt to the resolution of the document, we are working on it. Sorry for the trouble.