I tested it before and ive gotta say it shows definate improvements even with a 64px lightmap instead of the 512 one as shown above, there are still some compression issues but honestly its ALOOOOT better and workable. I really really appreciate the help Sandro! <3 !
@skyline5gtr In fps like COD and Battlefield scopes and accessories generally get there own uv sheet so that they can be used across multiple weapons. Rifle will have 2k, Scope will be 1k, and the bipod will be 512. Rifle: 6981 Scope:6678 Bipod :2791 Total: 16550
Just wanted to bump this awesome thread - working on a Cucco for Link :) Talked with Aaron about the specs and tried to go for something under 600 tris, 512 map. Still got a lot to do on it, muddy areas to clean up, add more contrast, etc. Cheers!
Finally got time to finish my Dejah Thoris. I missed her a lot. The final lowpoly stands at 26,126 triangles and has 3 X 2048 px and 1 X 512 px(Hair) texture sheets. The sword uses 1 1024px texture
Looks like everything is shaded with black, which is killing a lot of the surface variation and color. Everything also seems to have the same specular levels - there's no real distinction between cloth, metal or skin. I also think you could make this a 512 with no loss of quality.
most of the main traps had 1024s for diffuse and normal, 512s for spec. The Reverse Bear Trap helmet actually had a few 1024s because it was going to be seen full screen at the beginning of the game, with the camera focusing on the clock timer on the back and the front grill and such. Thanks for the comments!
Decided to call it quits. Wanted to finish this low poly bake early but things got in the way that created messes. So here's the final product. All 4,688 polys of it, and all critiques are welcomed to tear this apart! Textures are 1024 by 512 BTW. Onward to workshop 3!
also wouldn't how close the camera can get to the action play a factor in the texture size? Vassago's recommendations sound about right. about 512 if you're going warhammer style, maybe 128 if you're doing something similar to total annilhation or warcraft 3
Say I'm rendering out a 2048x2048 texture in Xnormal; would the largest bucket size (512) be my best option? Do I get a better fidelity if I use a smaller one? I'm a bit confused on what exactly the bucket size means...
I am a student of the 3D world. Here is the first piece i would like to post in my first online sketchbook. Feedback is definitely appreciated. HIGH POLY Trash Can model (Rendered in 3ds max) LO POLY w/wires and with maps applied 512 MAPS used