For comparison, while I don't know exactly what they're storing in Rage's Megatextures, or how detailed they are, you can generate a full 32k x 32k Megatexture for ETQW on standard gaming PC hardware in just a couple of hours. It also needs about 16gb free hard drive space for storing temporary images (64 4096x4096 images…
Welcome back travellers. This is the thread for final entries, after this we have a voting thread, so make sure to get your entry in here before it's locked to be in with a chance to participate in the vote. The rules are simple, but serious. Any entry submitted that doesn't adhere to these rules will be disqualified. Rule…
The issue is that the low poly is only one part of making a model. You keep saying you're going to apply a normal map but I haven't seen you post a model with a normal map applied. How are you making the normal map? I don't think you're making a subdivided high poly and baking it which is the workflow most games use. You…
I think I figured it out. Set viewport to material mode and in the material window, tick shadeless and vertex color paint, that way, the colour picker samples only the color information. I seem to be getting a lot of lag from vertex painting the default cube to which I have subdivided to get high res texture. I am looking…
From what I've heard Mari is still the standard in many big VFX studios due to how it allows painting on very large textures (16K-32K), and can use nearly unlimited UDIM tiles (substance has issues over about 30 tiles supposedly). That said, I tried it a few years ago and found it to be almost impenetrably complex compared…
If you have limited desk space, 2 Dell 23"s might be a good idea, they're pretty cheap and you can regularly get them around $230 each. Good quality e-IPS panel, not super high end but much much better than the crappy TN panels you'll get in pretty much anything cheaper. Only 1920x1080 not *1200 though. My wife has one of…
====Day2 progress==== * I started refining the mesh of dress, didnt know how to tackle this at first with how dynamesh reacts with small areas at low resolutions so I ended up making it as 2 separate subtools (front+back / sides) then merging after im done playing with general silhouette, I also lifted the side parts up to…
Hi, Sorry for posting on this old topic but the techniques shown here are very important (anyway it's sticked in the front page) and game artists should be aware of this and always bake on a 32-16 bit depth raw color space then generate an 8 bit normal map or vertex curvature or displacement with dithering. I have tried to…