Got all my assets now spread over several 2k sheets, currently finished my tileables (512 size) and now texturing assets while getting my grips with 3dcoat!
I would suggest working in 512^2.. imo it's really difficult to hand-paint a 1024^2 and make it look good.. so maybe not the best startingpoint but that's maybe only my opinion..
Thanks for the link I'll watch that and see if I've missed anything. It does have auto generated lightmap uvs though and resolution is at 512, its almost like its ignoring them though?
there is a definite difference in the smoothness of transition between the sensitivity of the 512 and 1024, I've used both. I've found sometimes the graphires had a bit of jumpyness in size steps and the intuos was always smoother in transition.
Yah, my point being was that the 512x512 seems very large for a simple prop. The entire fountain could probably be done on a single 512x512 rather than individual 512's for each piece.
Can anyone confirm the improvements on the pressure sensitivity? Jumping from the graphire's 512 pressure levels to the intuos made a whole lotta difference, especially for someone who likes to do light strokes.
It'd be better to add in a chock full of extra details including wrist bands, rivets and all for that resolution. Sometimes a UT2 character with as much detail like that would still work with a 512 resolution.
Could this be feasible? Or should I remove the parts underneath the clothes (please considere that the clothes may vary from 2k to 5k polys, with avg 512 to 1024 textures)?
Low poly character I did a little while ago for an unreal mod. Supposed to be a character rebeling against a "dystopian" type government. He's 2878 triangles and two 512 color maps. Comment and critique away!
the archway has been sculpted and taken into zbrush, as well as baked down and decimated, its missing diffuse information as well as specular info. the brick wall is a 512 normal map.