IMO too hi res textures sometimes rather reveal artificial procedural noises people do them with . What looked like a proper hint to certain material features in lower resolution became overdone and obviously Substance Painter noises and scratches , often lots of redundant details that only spoils the impression. It's like…
Thanks for your help ! The viking was only an example, I think I have been misunderstanding the term "game ready" all this time. Actually my ultimate goal is to make something like this. But instead of a character from an animated movie, to prepare it to be optimal for video games. And I thought that the level of detail…
Of course, for example "https://www.artstation.com/artwork/B34gJ9". As you can see, the level of detail is pretty damn good, while mine using also 4k textures is not that detailed. Right now the uvs are like this, with a uniform texel density of 20 px/cm and more padding in between uvs shells to avoid bleeding.
Cleanliness/sharpness of details is a direct consequence of the relationship between the model and its UVs. The UVs shown above in red/yellow/green/blue seem to have been made rather hastily, without much consideration for what needs to be straight or not and what needs to be kept continuous or separated. These would…
As I mentioned before, projects game ready like this https://www.artstation.com/artwork/B34gJ9 " Make me think that the whole model is clearly high resolution, because all the angles of the model are hi-res. Anyway, I will try to optimize the UV by reducing the secondary shells and overlap the mirror ones, but I'm a…
I made some tests, and the results with 4k texture aren't crispy enough. I have seen a lot of renders in Artstation with 4k textures with a very high res result, Why my renders only achieve this kind of details with 8k textures? The texel density is around 19px/cm. Still, I would like to say that after testing, If I double…
First things to consider are. What do you see of that character at any given time? Usually a character in most games doest have a super even texel density, unless they are always seen at the same distance. Meaning, in a fps game you will likely have lower arms and hands at significantly more texture resolution than the…
I think this changes the framing of the topic/question quite a bit. Now that we know that you are *not* going for what people would usually think of when mentionning a "game character" (for instance : a hypothetical Fortnite version of Hiccup, which would involve geometry perfectly crafted for that purpose, and say two…