well, the most obvious problem is that your texture is just plain blurry. like you took a 512 texture and blew it up to 1024. start with higher res sources for your texture creation.
try keeping the size of the peices proportional so the same amount of deatil is spread over each part of the skin hmmmm i dont think the head map needs to be a 512 and can be a 256
sure, heres soundwaves uvs Im texturing at 128 but I blew it up to 512 to show you guys Probably wont make alot of sense until I finish texturing though?
UVW Editor Window Options > Advanced Options Display Preferences - Render Width / Height Set this to 1024/512 or whatever your preferences are. Then render your texture out to that specific size as well.
Hi everyone, I'm finishing off this piece. Any critiques or suggestions would be appreciated. 26,000 tris 2k diffuse, normal & spec map 1k/512 mipmaps Zbrush, Maya, 3D coat, Mari Rendered in Marmoset & UDK Fully Rigged for animation
I cant seem to figure out why my cubemap looks so bad. my cubmap rez is 2048 on a 512 diffuse map. the funny thing is that on other diffuse textures of the same size it looks perfect. Thanks
hello everyone! about the character contest, it says that i have to use 1 1024x1024 texture but im making a weapon for the character should i included on the same texture? or should i just do 2 512????
Like Funky Bunnies, think of UV coordinates as a percentage, so if you have a material with a 512*1024px map 0.5U will be 256px horizontally, whereas 0.5V with be 512px vertically. Hopefully this image I made helps explain.
haha yeah I know what you mean :D I'm not really looking to do anything else on it, but I was a bit worried that maybe a 512 texture is too big for just a box in a current generation game?
Your unwraps look very good. Also, a 2k texture should be more than enough for some good detail on this object, especially if it's for a game. In game, you could probably even compress it to 1k, MAYBE 512.