Sounds like you're making too much work for yourself. Stick to just using Diffuse, Specular, Normal (maybe Heightmap too, which can often be multiplied on top of the normal by the engine) and Glow (if you have any parts that need to glow). Light map is not needed. Ambient occlusion should be baked into the diffuse and…
Spec is more important than diffuse, dont half the res on your spec as thats where most of your detail should come from. Ut2k7 doesnt use any parrallax at all from what i've heard. Ambient will just my multiplied onto your diffuse, you wont need a light map. 3 2048s? That very excessive. At most you would want a 1024 for…
::LONG LONG LONG::: Now before I even get to attempting to render and paint my current project, I need to get these figured out ASAP. 1. UVW layout and diffuse size. Ut2k4 had the head textures separated from the body at 1024X1024 each. Should I just double the size of this for 2k7 (goal engine of project)? I ask because…
yeah...i kinda started thinkin the same thing. i dropped a post here a while ago about SSS. then i thought...man, i don't really need to worry about that right now. i'm just gonna stick w/diffuse, normal, spec...and an occassional glow map if i need it for some techy light thing. i've noticed sometimes when i start…
I've got to second what people are saying here. Take it easy with what you're trying to do. With the number of maps that you were initially considering per character, you could very easily end up with 9 - 18 maps at 2048 for each. Now consider in a shooter there may be up to 15 players visible at moderately close range.…
Ok then, sounds like the best compromise is 2048s X2 (1 head, 1 body). I can then always reduced them by half easily if I remember to leave enough of a edge around if each uvw group edges. I mean I have made character textures that size before, and reduced them. I know its more work, but it leaves more options open. Plus,…