Ok, i feel like I need to improve my work and I have been dicking around long enough. Be as tough as you can on me.... I need it. Here is the details: I wanted to create a modular chain link fence using opacity masks, which proved challenging for me. There are 3, 2k textures(opacity, frame diffuse, spec for frame) for this…
First glace it looks great! Would love to see the modularity transfer over to your textures and unwraps. You seem to have a lot of uv 'islands' that can just be overlapped. This will improve your pixel density. Also when think about the chain link section, your wasting tons of space by having the links tile within the same…
I'd say the texture sizes are up to you, and since its for a portfolio piece you will probably be forgiven for using large textures if the result looks good. It's also way easier to downsize a texture than scale one up. that being said, 1k for the 4-way tiling chain link texture seems like a bit much. The difficulty with…
Possible to through up a highlighted edges shot? I can answer your barbwire question a bit better. Well it depends, if I was making a tile able fence for an actual in game asset then yes it does. I would not make a 1024 texture map for this. I would be using tile textures for the entire thing. But a 1024 map will no doubt…
Oh and I forgot, I see cg textures here XD Its good to use these as bases for your textures, but always put love into the diffuse no matter what. Looking forward to see any updates! Maybe a scene???? =)
Miller02, thanks for the info. Since I can be overloaded very easily, I am going to start with the texture size, packing it better, and then loosing that photo sourced look. But that leads to my next question, since this is going to be a portfolio piece or at least part of a portfolio piece, is it going to make a world of…
You have a nice asset and texture there but I think there are some issues to adress before you use it for a portfolio piece. I think that two 1k textures for this asset is massively overkill. There is a huge amount of space wasted on unique texture space when it can easily be tiled. If this is going in to an engine you can…
Ok I think i get what both of you are saying, as is for having 2 1k textures on current gen games for this asset may just be overkill. Although if i arranged my uv better(which should be easy) and used it on my other mod pieces... ie corner piece, angled, and gate, this could be justified to have 1k textures for current…
if the viewer will get close enough to actually see the GEO of the poles etc. I'd *probably* use 2 textures for this. a 4-way tiled one for the chain link part and a second one with horizontally tiled strips for the barbed wire and metal pipe sections. The 1:1 details like the attachment things at the top and the sign…