How many rays are you using? You don't need as many as you might think. 512 usually gives very decent results, maybe going up to 1024 for a very smooth bake with zero banding. You can often get away with much less though, especially with jitter on if you don't mind/want a grainy bake.
Marcus from gears of wars is painted on 3 2048 maps (spec diff and normalmap), and a 512 for hairs (don't think xan has hair, did he ?). No separate sheet for head and his face is good enough for close up so i think you should stick up with the 3 2k maps. (just my two cents)
Honestly, I love working at low resolutions so oftentimes I just use... MS Paint. But for this, it was photoshop, yes. As I start working more at higher resolutions (512²) I will use more photoshop, but I don't think I need any other software. (except specific things like xNormal to convert heightmaps to normals)
I see your point, So based on my models in scene.My roof could've been 256.Because the player won't get very close to the roof to see the detail.My walls 1024.And my sign should have been based on the actually size of my sign in units?maybe 512 because the player can get close to the sign?
your highpoly of the street light looks great. I definatley agree with the comment about wasted UV space also 2048is pretty high for a smaller prop like this you could probably get away with a sharped 1024 for the diffuse and a 512 for the normal and spec, something to keep in mind for next time. cant wait to see more…
Sounds like a pretty good deal to me Jesse. Enjoy it! I think the original wacom intuos series only had 512 levels of pressure as well and I used one the entire time I worked at DE (almost 10 years). Honestly I couldn't really tell the difference between that an an intuos 3 as far as precision went.
Oxynary: For point A, Max already has this capability (and has for years) - just go into the options in the Unwrap UVW window and change the "render width" and "render height" to a non-square value (say 512 x 256), and the UV window will become non-square, and all your UVs will be compressed appropriately. No excessive…
Finished the lowpoly and textures for the MC Tank, really happy with how it came out. The cutscene variant is 49k with 2 sets of 2k textures and the game version is around 6k with 512 textures. Added more images at the artstation so I don't fill this thread with tonnes of images. Artstation for more images:…
Thanks for the crit. Yeah I'd agree with the normal map info. The reason I did so many (2048 map with 12 in each direction that gave me 3 tiles per meter at 512 pixels per meter) is so that when tiled it would not be as noticeable and I could get more variation. Updated, dropped to 5x5 and a 2048 map
Thanks for the in-depth response! You've just given me a lot of new terms to google. In terms of my texture sizes, the tiling grass and dirt textures in the last post (and the end-goal) is 512 each, and probably 512 for the mask as well. I'm basing my game on the similar concept of the Zelda Links Awakening switch remake…