So you did a lightmap of 256 for the whole house? Thats too low. About the rail, just add a proper uv all around, idk what you use as a 3d tool so i cant go into specifics...
biggest problem I am having is the shadows. I have tried my own light maps and generated light maps from 256 to 1024 but when it comes to building lighting I am losing them all in game.
I had to exaggerate a lot as it's top down and rendered out as 256 sprites. The wear isn't as overpowering in game. I do hear you though I didn't want that much wear, but I wanted it to show up in game.
Hi renderhjs, the soft is super great! can you add a shortcut for when you hold Shift the line snap to a angle 0, 45, 90, 135, 180, 225, 270 ? will be very helpful can draw straight lines :)
I would recommend GTX 1060 6GB simply because of better drivers. How ever the RX 480 has better hardware, 2304 stream processors vs 1280 cuda cores and 192 bit vs 256 bit.
You could definitely make your texture a lot smaller. You could probably get it down to a 128/256, especially seeming as it is so low poly. I really like your colour choice though, nice stuff!
Yeah those shadows are definitely a simple octagon. And I wouldn't be surprised if the reflection texture was a single screenspace one instead of a cubemap. But if you're just emulating the style, yeah stick to about 500 tris and a 256² with a simple cubemap in engine.
Nice! 256 or 512 would seem more appropriate I agree. It's a shame the banner's missing. It's a key element to the character. The beard somhow looks like part of his garnment, some darker strokes in the beard would help too.
These look sweet, the bakes came out pretty nice as well. Since the UV's are pretty tightly packed, were there any issues with edge padding? Great job :) EDIT: Also, you said your normal maps were baked for 256 while the diffuse was 512, wouldn't the maps then be offset when placed on the character?
Yes but that would be a real pain to texture. And technically I would still be using power of 2 UVs, as in it would be either 256, 512, 1024, 2048 etc but the UVs wouldn't be square. This is a UV template render of my quick UVing (very quick) I think I'll move all objects to the top of the map