I use a 27" DELL (2560x1440) and after a few years of use I'd rather have two or three smaller 22-24 ones, or go with a very large 32 inch 4K. A 27 takes up a lot of space and isn't that much bigger than a 24 inch.
Yeah, for each unique static mesh you will typically need to make two sets of UVs. The first set of UVs will be optimized for your texture maps by various means such as tiling, stacking, mirroring, etc... in order to maximize texture resolution which makes them unsuitable for lightmaps. The second set of UVs will be made…
Hi thank you Oniram, :) However i figured it out last night by setting game type to UT_Game and not deathmatch there is a small change in scale but enough for me and that leads to conclusion that 160 or 192 should be normal wall height or 256 Max and above for different environment styles.
Hi Guys. My first post here, and after stumbling upon a potential fix/work around I thought I should post my findings about this shadowing Issue. It's by no means a perfect method, as I'm still learning this stuff myself. The image above is a modular floor tile I made in Blender and Photoshop. I was having the same awful…
Well I've completed the low poly model today. And after a bit of a headache I successfully baked the normal maps for the magazine! The maps themselves need a bit of adjustment in photoshop to fix a few things but it's working good so far. The actual low poly model sits around 2500 polys. I'd appreciate it if you saw any…
Ok good, you're making progress. Here's the jist of padding - when you get further away from a prop in some engines, the texture (e.g. 2048²) will mipmap or "mip" down to 1024², 512², 256² etc. to save memory since you can't tell the difference between a 2k and a 256 texture at a certain distance (which of course depends…
They've spent an enormous amount of money on a frivelous promotional object and are effectivly asking you to pick up the bill. They could have not bought the vehicle, then asked for half of what they're asking for. They have thought things through and they're taking you for complete idiots. If they needed £250,000 to…
Well final finished with this went really slow, have been working on some other projects, and had other personal thing going on. If you have any questions I would be more than happy to answer those, and hope some of you like my model and textures ;) In toolbag Wire Highpoly Texture Flats Not happy about the uv map, was…
@riceart thank you for your feedback ! , yeah I noticed it and after adding some colors to metal it make my old metal really looks poor , anyway I did a simple base for the character with 256 tex ~2 hours also start with the rig for the character , still have some problems because I'm still new to rig , anyway I did a…
its up to you how you tackle this :) . I think between 15K and 25K is about right for lod0 of a vehicle of that size in an fps game like battlefront but thats just my estimation. You could still keep your bevels and chamfers and optimise all those extra loops out that dont contribute to the form once you are done.