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.
This is a character work in progress. Shot is from Unreal Engine 4. All textures used are 512 and 256 maps, including normal map, normal weight, detail maps and grunges. 19k triangle count. https://www.artstation.com/artwork/ELbz04
if you see a repetitive pattern in your concept then that's when you should consider going modular. for example in my block out i modeled my bridge as one piece of 256 units length and used it to build the whole bridge.
32bit as in 24bit RGB + 8bit alpha = 32 bit?* 8bit Red channel * 8bit Blue channel * 8bit Green channel * 8bit grayscale alpha in that case for each channel 0 - 255 or 1-256 depending on the scripting language.
what you're asking for gonna work only on super-huge maps, I'd say 100 times bigger than current one. Right now, even 50 people across 225 square kilometers feels a little dense :)
I'll try to add some rust on. The issue about license plate is that later I need to shrink the texture to 256, a little worried about the blur that will happen
Just a fun little thing based off a concept from Next Level. this guy is 1013 polys and fills up (1)512 (1)256 (1)128 texture sheets for each channel. I got lazy in some parts but ohwell. Took about 9-10 hours.
Hey there! I'm Poth, I'm working on my video game called "If Only". I'm looking for an animator (or animators if multiple people devote themselves) who uses Autodesk Maya and who's also able to make control rigs for the character model. For now we've been using animations we found on the internet and animations from the…