Pretty much finished with this model unless anyone has some crits: Modeled in modo, textured in PS w/ Quixel Suite. 5,182 tri, 4,382 real verts. Glass and reticle separate. 1024^2 for the EOTech Albedo/Normal/Gloss/Metalness/AO, 512 for the glass Albedo/Normal/Gloss.
You probably want about 2x px of padding for every step up from 256x, so 512s with 4px, 1024s with 8 px, 2048s with 16x. Those are minimums, too. More padding literally never hurts, there is no reason not to crank that up high.
On my desktop rig (E8200 @ 3.8ghz, 6gb ram, and 8800gt 512) Mudbox 2010 crushes Zbrush in speed and polycount. Zbrush starts to chug at about 8-12 million polys while Mudbox doesn't even break a sweat at around 32 million.
alrighty, the gun is done and I downed the textures to one 2048 for the suit and one 512 for the gun, and two 128s for the cards... which I think all of these can be downed even more, but for display sake, why not. Crits welcome on the texture job. Kill the smurfs!
In general you have great work. I would say scale up the resolution of the details. remember the average wall height only needs a 512 texture. and your really highly detailed stuff turns into noise in the mip especially in the normals. good stuff
good job makk! I think john_warner hit all the problem spots, this is how you learn and get better (im no pro myself). I think a 512 map could have been sufficient. Any plans to put him in a game? UT2k4?
Hello, I made a stick grenade for the source engine, although I did NOT make the model I only made the texture. GIF image: Diffuse: Spec: 1024x maps since it is for first person and I'm pretty sure it's going to be 512 for third Crits are welcome!
If it's props I would use unique textures. Just make sure the shader complexity and the texture size are appropriate for the prop. Like if you were putting a pencil in the scene you wouldn't use a 512 texture for or have some fancy shader.
Maybe something along the lines of "Too Human" Recreating futuristic cybernetic gods and godesses with weapons, gadgets/pets and powerarmor, only it wouldn´t be limited to norse mythology. 1000-1500 tris, one 512² map for character and weapon/pet.
Grab a worldspace coordinate node, mask out the R and G values. Divide that by the tile size of the texture (Around 1024 or 512 is usually good). Use that for the UVs of your texture maps that you plug in to your grass and the terrain. Should work.