Heheh ya padding. Just for future reference you can usually get away with 8px of padding at 2048, 4px at 1024, and 2px at 512 (although depending on your target platform you may want 4px at 512).
Doesn't need to be good, the idea is that you should be happy you're still able to do it, let alone do anything, at 112. I really wouldn't care how much it sucked if I was still drawing something at 112...
Thank you Eric, it make sense to me what you say because moreover it would be a ton of wasted space with a distance of 32. But I'm quite confused because in textools for instance if I bake a blockout map using the same padding of 16, what I see then in photoshop is a distance of 32. But if I pack it's different result.…
This is the latest piece I will be adding to my reel. It's still wip so the texture is far from done. It is currently 658 polys and textured with 1 512 x 512 targa with alpha. I'll be adding some plants, mail box and maybe some chairs to the cabin. Let me know what you think. Alex
This is the latest project, that I have worked on. Agricultural/agrar simulator 2012 Historical Farming http://www.agrar-simulator.de/ [ame=" https://www.youtube.com/watch?v=b0m_Nq44_6E"]Agricultural/agrar simulator 2012 Historical Farming GAMEPLAY! - YouTube[/ame]
Just guessing but each pass has 2 512's for each character, if he used one 1024 that would be 4 512's. 2 more then he needs. 1024x1024 = 4 512x512 512x512 = 4 256x256 and so on.
[Graphics programmer answer] Doesn't really matter. I would shoot for everything being separate. Should a metal barrel and lamp share the same texture? Not really, you should be fitting each of those as close to 100% UV as possible. If you want those to both be say 512 size textures and you only see a lamp in a house and…
Hey guys finally got one the 64ssd/4 gig version This is a post I made in zbrushcentral but I thought might be good to repost here just to another user review out there. OK first off its its awesome I love it. Now for the details I have the 64 ssd/4 gig of ram version, and I have installed: Zbrush 4 photoshop cs2 max 2012…
Here is a more recently made character. 8) The character is 9322 tris with 2048*2048 diffuse/specular/normal maps. The machete is 748 tris with 512*512 diffuse/specular/normal maps Used; ZBrush, Topogun, Maya, Xnormal and Marmoset.
Ya I'm using a maya 2012 with the 2012 FBX plug-in and having these issues. Autodesk's site shows a 2013 plug-in; you guys think I should give that a try? XOliul's method seems to work just fine so far