OK puck is strangest one! The head is like one 10th of the wing but has double of texture size. OK we can say that head is seen in portrait and needs a good texture space but wing's texture space is just too low!(128*256) then the tail has again double of wing...
Well its been close to a month now since i joined the gym and like 2 weeks since i began my diet, i began the month at 150 kilos which is 328,today im down to 140 kilos which is 310lbs, 18lbs lost in less than a month.yay
the ones I've seen and used in the past were 256-128 per face, you really dont need super high res, a blurred reflection usually looks better, you are never going to really see crisp details. the main thing is the light sources and hues are properly approximated in the map.
Only because you can avoid that step altogether by creasing/subdividing, and also since polish by features could melt details else where unintentionally (which then requires you to mask carefully etc.... see where I'm going? 😁) Not to mention you want to have a very established silhouette. No amount of polishing will give…
Your outlet UVs use only 1/4 th of the height of your map, make it use the all UV space and use a 128 px map (512/4). It will make the same textel density with less maps. Consistent texel size + Maximizing UV space = less map = Less memory
I currently have a HP Pavilion Elite E9280t Intel i7 920 8gb of RAM GeForce GTX 260 at Mythic I had some sort of Dell, it was pretty good for 2007. I didn't get any updates but it was good enough for hand painting textures and models 14k triangles and below.
Exactly. Engines Mip in powers of 2, so try tI have your atlas divided more evenly. Ie, have every side of every atlas element a power of 2, so 64, 128, 256, 512, etc. I wouldn't reccomend atlasing in thirds like you seem to be doing.
I'd pick 128-250gb SSD over 16gb of ram for photography. Raw photos can get pretty large and slow to move around and open, being able to open Photoshop in a few seconds is really nice, and a photographer shouldn't be making massive PSD files like video game artists do.
to work it out.. 1/255 * <whatever number you have> the cutoffs they list are per channel - not an average. so no individual channel should exceed 140 or drop below 35 (or whatever) and yes - you should be able to invert roughness to get glossiness - it's a linear image so there won't be any wacky behaviour
Made this sandbag wall before I know how to bake. Went back to day and tried it on one of the bag. Note that the baked sandbag uv was made really quick just for testing, same goes for the texture. Will be remaking this sandbag wall model :) The regulare sandbag contains 104 Tris compared to the 128 baked.