You take a wild guess and then go from there. To me the door looks like a normal sized door, so I would guess that's about 2 meters in height. I usually place a 3ds max Biped with an height of 1.8 meters in my scene when I start a blockout, makes it easy for me to refer to a normal persons proportions inside the scene.
well the thing is that the engine i'm working in only supports pvr files. The problem appears mostly in small images (128, 256) and in pics that have a cartoon stroke like the one in the uploaded pic. I'm thinking if i can export from photoshop better. I've triyed things like removing white mattes, black mattes but still…
Thanks everyone for the feedback! So I have added another UV channel for light maps and have it set up in Unreal, but still not getting the shadow results that I want. Any recommendations? Currently I'm setting the building pieces at 64, the cliff pieces at 128, and small props at 16 or 32 depending on size. Not seeing a…
The biggest hurdle any new artist has to overcome is taking critiques personally. If you're struggling with texturing, take a look at this thread Texturing for Team Fortress 2: A Short Guide also study the textures that valve did and try to replicate it. Lastly, preview your models on a neutral background, pure white or…
Lense quality is also an important factor in the overall IQ. Cheap zoom lenses usually perform badly at larger apertures, so definately try stopping down to f/8. Prime lenses are amazingly sharp, especially the cheapo nikkor 50mm f/1.8. Here's a snapshot taken with the lense stopped down to f/2.2, no pp done at all. 100%…
I think MoP meant to ask what the 448 in a 448 map is? The numbers associated with texture maps are usually the size of the texture, which is typically a power of two. Meaning that it should either be 512 or 256 in size. If they told you that your limit for the map is 448 I'm going to assume they meant that it could be a…
@gnoop Thank you for the advice! I have reduced the number of UV islands and support loops. This is my low poly model, the total vert count is now 8,256 (down from 14k). I am fairly new to Maya and don't know a good method for gently straightening the islands. The "Straighten UVs" tool creates rigid rectangles and deforms…
Nice concept! But you should use reference images of the female body on pinterest.com, it'll definitely help. Also if you're unfamiliar with Hazardousarts, I suggest you check him out on Deviantart.. he's really good at female bodies. I've linked you an image of his base mesh :)…
Apparently I am way more productive if there is pressure and stress imposed on me :) Here is my progress so far, next up uv's and texturing and the weapon too. The model is just 16k polys, I will reduce it to around 15k or 14k since there are few polygons that are not visible, like inside of the belt that I forgot to…
What's the best way to make some of the generators tile? say for example, i want a 2048 texture output, and i'm using a 128 generator. i don't want to just scale up the generator to fit the 2048 texture, i want it to tile 16*16 times to fit into the 2048. I've tried forcing the node to tile h+v as an absolute value but it…