at one point I was going to add in rivets but when I added them in and down rezed to a 512 map they didn't look right. I was afraid to do much scratching on the plates for the same reason. I'll start with doing the highlights and color variation to see how that make it look then I'll try out some scratching.
i usually use a tiling bark texture that is 256*512 size or so (tall rectangle like ryno said), since you'll notice the horizontal tiling a lot less than the vertical, and keep my leaves/alphas on a separate sheet since the materials will be split anyway, so no point in keeping the bark and leaves on the same sheet =) .
Here's with the following setting: Lightmap resolution: 512 static lighting level: 1.0 Num indirect lighting bounce: 6 Indirect lighting smooth: 0.6 And I also upped the lightmap resolution of the beam. Here's the result: Any other idea? (I am trying with the static lighting level at 0.1 at the moment but the build takes…
Did some exploring online. came up with another option. Create the standard tileable textures. use those to texture each chunk. and create a 256 or 512 mask for each chunk. which would allow the other textures to show through. this is efficient and gives me pretty good control of the terrain painting on each mesh
Tnx for feedback rogelioD. I increased wall height. Now it is 256 units tall (was 192). Looks much better now. I tried increasing floor size but I think the current size suits perfect. One floor piece is 256x256 units so the width of the floor is 512 units (from wall to the window).
I mean this is something you could have easily googled, for example "3dsmax viewport texture resolution". Use google, it's your friend. that said You can change the maximum resolution of your viewport textures under the viewport configuration. By default it's probably something like 512, which is most likely the reason for…
If you plan on shrinking the final normal map by half, would you say a padding of 4pixels would be enough? I mean, what tyoe of padding "X" do you need from going large to small? Example 4096 to 2048 = 8 pixels? 2048 to 1024 = 4 pixels? 1024 to 512 = 2 pixels?
I always render out AO maps with 512 set for the rays. I turn on AAx2, and everything else I believe I leave default. It might be you're just not using enough rays. Increasing rays will increase the amount of time it takes to render, but you always want to try to get the cleanest AO possible.
It's all done now, had a lot of fun doing this character. Ended up with 4K texture for the body, 2K texture for the head, 2K texture for the hair and fur, and a 512 map for the base. As always there's lots of stuff I would change if I could do it all again but that's the learning process of doing any art piece.
I think unreal is a pretty different case since it uses displace maps for the terrain (at least in ut2004). But considering the resolution these maps had (about 256^2 or maybe 512^2 if I remember well) the blending wouldn't be more precise. Another benefit of vertex color is that you can add density wherever you want :)