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
Alright, my first hand painted texture... Just another stone tileable. I know it still needs much work, but I'm stuck on specifically how to improve it. 512 Texture (final will likely be 256): Tiled: I'm unhappy with how highlights look right now, but I'm happy with how the tiling is looking.
I am so sad that I didn't see your post earlier... You probably already figured out something. But here is one of the more awesome Unreal FX artist that I've seen: https://forums.unrealengine.com/showthread.php?106474-Luos-s-quot-One-Particle-A-Day-356-days-quot-showcase
you might want to try and use a bunch of small textures. a brick, window, trim etc... that tile of course. I'd say nothing larger than 512x512, prolly could get away with 256 or 128 for some stuff. be easier to give pointers if you had an example of the style of building your going for too.
Looking for work, freelance or on-site. Willing to relocate anywhere. Experienced in High poly and low poly modeling, UV mapping and texturing. Software: 3ds Max Maya Photoshop nDo Crazybump Zbrush Unity Infernal UDK Portfolio:http://rico3d.com/ Email: miguel@rico3d.com 951-796-6545
I've got a texture map set up at 512 x 256 and was hoping to bake a curvature and position map in Painter. Right now it looks like I'm only able to select a 1:1 ratio for baking. Is there a way to change that or maybe it's coming in a future update? Thanks!
https://cdna.artstation.com/p/assets/images/images/000/559/958/large/morgan-yon-26.jpg?1426773755 thats the image, but i dont know how to make the water surface in unreal :c some of the cable sinks in side soo