( This is for personal art and not for any game ) I'm looking for the ( formula ) you guys use to uv map multiple textures to a object to get even pixel density across a very complicated object for VERY closeup renders. My workflow is to model in 3ds max 2014, export out individual parts to Headus UV layout because I hate…
What more information is needed ? Is there no "consistent" way of figuring out how many textures are needed for a given model if all the dimensions and scale are known factors ? I thought it would be more precise then that. I do appreciate the responces, maybe Im asking on the wrong forums for this type of work.
An easy solution would be to plan your camera angles ahead of time. Use your closest shot of what I can only assume is your Panther tank as reference and created a texture that looks good as that distance. You can also play it safe and use 4k or even 8k textures. Better to use more resolution than you need than too little.
Are you asking how many texels are needed for consistent model coverage? Wouldn't that be simply how large your model is and texture RWS (real world scale) pixels/units of measurement is?? So if your area is 1024 inches square, and your map is 1024x1024, then your RWS is 1 texel = 1 inch. If you want 1/2 inch resolution,…
Exactly how close do you need to get to the tank? which sides of the tank can you see? which things get the most closeups? These are all the things you would determine by creating storyboards or an animatic. For some movies they make specific models for specific shots and they'll only texture exactly what you see in frame.…
I indeed want more of a movie/vfx/hero type of texturing. This isn't for games at all. Im wanting the textures to be optimized and consistent across the model for closeup renders. For example I don't want the gunbarrel to be crisp and weathered, while the tools along the hull look like a55. So.... is there a formula to…
It sounds like you want a movie type quality piece? In that case you want to use multiple UV sets that are organized by UDIM, like this http://bneall.blogspot.com/p/udim-guide.html. All you do is offset your UVs for as many textures as you want. The great thing about movies is you can use 30 textures on something and…