It's done deliberately to reduce mipping artefacts when you are viewing from a distance What you're showing here is the opposite - your texel rate is too low for the screen pixel rate and you're getting filtering artefacts as the GPU scales the texture up. I'm not sure what you're viewing the examples in - I would…
How can I approach making wall texture like this? I assume it should have diffuse color and AO map. https://i.pinimg.com/originals/3b/86/06/3b86066f3d631e3fd1b6c1b4f583497a.jpg
Here's a simple question, which possibly has some complicated answers: Is there any reason to have an AO map? I.e. not to just multiply it over the diffuse in photoshop, but load it in to ???-engine as a separate file.
I did this for one of my students as a 256 x 256 diffuse texture exercise and couldn't resist doing some animation for this Chibi Black Canary. Don't forget to press play! model
i drew up some concepts for a new character during break and started modeling it out today. I plan on a 10tri target with probably a 2048 diffuse/spec/normal. C+C plz!
So im planning to start a new project of Robin {Iconoclast} i think im going to zbrush then use the normal in the diffuse. Going to post an update soon. what do you guys think? :\
Here is a treasure chest that Ive been working on. It has 60 polygons, 1024x1024 diffuse and normal mapping, and rendered with a few lights in 3ds Max. Any comments or critiques are greatly appreciated.