2048 x 2048 resolution for what will eventually be a 512 x 512 texture. Starting with higher resolution maps can provide more detail when it's eventually downsized to the actual in-game resolution.
Nice windrunner HK :) I like it :D What size are you making the textures at? Or is you rviewport texture res capped at 512? Onilolz damm that lick is coming along nicely man! Day 2, made some more items highpolys
valve has a special shader that we dont have access, just use a normal lambert of phong to test yours, its the best we have =] streteched texture im 99% sure that is an uv problem resolution problem could be also a uv problem, post us you uv are you using mirrored uv like this one? this is a 512 x 512 tex and the results…
He probably sacrificed a lot of the texture res on the handle so that the blade could be so sharp. But even so it's stunning that he can use the game-res textures for the 512 pic and it still looks so good. UV mapping really is an art in itself.
thanks! if may i suggest, you could add more contrast on the texture specular and specular intensity between the brown parts and the gold color parts, they appear to be the same material and with this contrast they will have a better contrast and, in my opinion, a better appeal the purple straps you could make it more…
Alot of dota items are pretty clean, but it is all about balance :) as for the seams they probably don't show in game, i just meant in the promo, viewport shaders tend to do this sometimes. You probablly dont see them in the 512 image, but they are mor noticable in the larger one posted
Some questions here ^^ : Hi there ... kind of new around here, just saw the dota 2 workshop like two days ago and tried to give it a spin. I kind of tried to make a riki knife, the model actually wen pretty well But I kind of ran into some questions... 1st one is just a question : on the requirements I see that my model…
Finished off the medusa tail I'd been working on for the November competition. Missed the deadline, but the extra time to polish the item itself was much needed. Not quite satisfied with the 512 image, but it'll have to do for now :/ Also, the piece itself looks a little underwhelming. I suppose working on showcase pieces…
that what i was imagining the dota texture have some insane limitations, they are using just one map of 1024 x 1024 for each character, which leads to some really small textures to the objects to avoid those artifacts you should try to mirror the uvs to get more resolution also you could try to use more of the space, let…