A recent little bit of hand painted funzies: A new area this diff only painting, but enjoying it alot! Models: 1k triangles. Textures 1 x 512 x 512 diff only.
Hey I thought I would upload a 'hat' I've been working on for another game. The poly count is 1340 and texture is 512 x 512. Rendered in Unity. The mesh was 'hacked together from a previous one. On a separate note .There are some really nice work above here and good references for colours :3!
this simple bucket is first time I've skipped doing a zbrush sculpt for baking maps, and used only a flat(unlit) diffuse. damn. I thought this would be way easier. It's not. It's a study from a WoW prop, supposed to be made of wood.. What am I doing wrong..? tris: 272 diffuse: 512 x 512…
For a model like that you could easily get away with a 512, if you UV'd it efficiently. Depending on camera distance I would even consider a 256, but that may be pushing it a little :D
Here is a little exercise I made for fun. I didn't want to start a big project yet so I thought a quick fantasy prop would feel great. This one is enterly hand-painted. Tricount is 2500 tris. I used a 1K map for the tower, one 512 map fortrees&rocks and a 512 map for the ground. It gives +10% texturing speed bonus plus…
Oh yeah, you can def cram that into a single 1024. As an example, here are a couple textures for a character of mine. The texture is a 1024 and contains 4 levels of armor/outfit/character upgrades. His weapon is on a 512 and also contains 4 levels of upgrades on it.
Nice work! Looking at it right now, a lot of those belts and straps could have shared UV space. Personally, I think I could pack it all into one UV set and texture it with a 1024 and most likely down-sample it to a 512.