Gave grass an attempt, thanks Jeff Parrott for the tutorial! It helped a lot! Here's my attempt \/ (512) (an earlier version where the grass was one value) http://christopheryoon.com/Polycount/grass_03.png (4 tiling tiles)
Does Mari support non-square textures yet (e.g 512*1024)? Without that I'll probably just keep using Photoshop and/or try another alternative as a lot of my models use non-square textures.
Hey thanks Cap seen some of your stuff, I hope to be that good by this time next year. I forgot to post the 3rd person view as well. The stats are 666 tris (lol) and 512 maps. Wires
here are the diffuse maps with uvw overlayed on top arches/doorway (1024) pillar (same 1024 map) just wanted to show clearly where i put the uvs for the pillar Gear track (512) Gear (256)
I was really unsatisfied with where I left the texture on that house, so I went back and adjusted the UVs so the roof got a bit more attention. Here's the new texture at 512: And applied to the model at 256:
I've had alright results with maya's built in projection paint. Its not stellar, but it certainly works for fixing seams and other not terribly complicated paint operations. It slows down a bit when the texture is over 512 though.
they sure have changed the specs for that test i did it a while ago and mine was 500 polys and one 512 texture for everything **EDIT** what was the restriction on your textures? I remember this was the big thing on the test before
hey I think it's lookin pretty good man. I'd be interested in seeing the back wireframe though. 512 might be a little bit large for the res model, but I don't think it's excessive. Post the texture flat =)
I think the textures dont look sharp enough for being that high resulotion.. It looks like you have made the textures in 512 and then resized them to 1024. Or... Have you saved them as .jpg with low quality?
Does anyone know the average texture size for cube maps(per face) in current generation console games??? ie. I hear rumblings of 512 sq. each face. edit: I meant for Skyboxes....