Rectangular is totally fine. IIRC there are some specific compressed formats that only support square pow2 sizes, but that's a very tiny percentage. Using lower-res supporting textures is a good idea. Often the RMA (rough/metal/ambient-occlusion) texture can be lower-resolution than the diffuse or normal. Masks are similar.
Right, maybe i should have phrased it better. You'd want to find a method that works for your needs and that is efficient. So again, while photo sourcing is a legit way to do things, it is generally more difficult to work with them as you have to generate everything from the diffuse. And with PBR a straight up diffuse wont…
Hey everyone, in the middle of school, and tests, and finals i still manage to have a few time to model and texture stuff. This guy is called John Cheese, a bum whose best friend is his parrot Gawker and his bottle of beer "super bock" ! YOU CAN SEE TWO RENDERS HERE : http://www.cgtalk.com/showthread.php?t=242902 now onto…
I'd love to know how you guys organise your models for a complex RTT bake. To put this in context I've found it extremely useful to try and get as much info out of a RTT bake as possible. Assigning colour coded materials to a model and baking out the diffuse information to create masks is something I find extremely…
For context, my job involves taking 3d scans of furniture and retopping them to a more useable, renderable state. We do not however bring in or use colour scan data due to how a single piece of furniture will have numerous kinds of materials applied to it. Naturally this is tedious. There are numerous ways to speed things…
What pior had to say about starting at the end is really useful, and would be a great time saver. Apart from that, the way I deal with a complex model is to break it up into as many pats as I need for sculpting. The model below is made up of 16 subtools. Im only interested in game models so I have to make a low poly…
I'm gonna go ahead and be "that guy", go against the flow and say that I don't like the texture a single bit. And here's why: The entire texture, first of all, doesn't look interesting at all. From what I can see, you've got base textures, and not even good ones at that. They look cloudy and resemble stone at the moment.…
Exactly, RGB for each layer. Stencils go with alpha. Though i'll probably get rid of stencils once UE4 gets Texture Array support. Alpha will go to selecting texture from an array. Eventually i want this to be a multimaterial shader. This will allow rendering meshes using multiple textures in one draw call. Also most if…
Right, So, here's what I could muster. 1. Diffuse It's been my experience that semi-realistic texturing is heavily based on subtle texture variety. You have a good variation of minor details on the skin so far. I mean the array of cold and warm colored spots scattered across skin areas. However, I feel that it has a lot…
This is really sweet! Love the ketchup and mustard bottles, My only thing that you could check out would be that your normal map is wasteful in a sense that only the one piece is using this. I'm only saying this as Baddcog had commented on my post saying that I had done the same thing. Here is what he told me: Honestly if…