That's an extremely odd resolution. 99.9% of texture sheets are square (or sometimes 2:1 rectangle) and they come in powers of two; 512x512, 1024x1024, 2048x2048, etc. In a real world environment (i.e. an actual game studio) the size is determined by the type of game and how important the asset is. If it's a small, minor…
Hey guys i know its been a while since the last post, I've been writing my dissertation and its horrible :| please let me know what you think there's a lot of issues mainly light seams, just cant seem to get hem correct, i was rocking light maps at ridiculous light res as well, i've used a max of 256 on objects and the…
Justin is right. I don't know what your plan for the building is, but you could easily create a 1024 texture with a few 128 or 256 horizontal tiles and then a 512 horizontal tile. Or you could also make multiple standalone textures and have them tile just horizontally, vertically, or make it square and tile in all 4…
Ok, While I was searching for which parts take together in uv groups, I encountered some problems. I want my model as cheap as possible, so for the cabin I had the tought to work with tileable textures. Things turned out that with tileable textures, making a rusty/old feeling was very difficult. As the tiling wasn't…
Finally !!!! Found it ... was this one and I did faster using google lol ... http://www.brameulaers.com/tutorials/generic_wall_tutorial/generic_wall_tutorial.html What you do think of this tutorial? tough it doesn't say much about the moduarity of pieces of wall ... I am actually not sure on how to be able to stay always…
Comments: @SimonT: Thanks :D @Ghostscape: Hey im not really sure I understand what you mean. Currently the bark texture is at 256x and is being tiled by the MAT editor in udk. :) Concerns: I was messing around with decals to break up the tiling on my textures but for some reason the decal turns the meshes black when I move…
If there is a spec map, it's not really showing, everything just looks very diffuse + I find that using a spec map without a gloss map is not the best idea, given how important gloss is together with a spec map unless you are given that you can't use one due to constraints ofcourse) And that we are now moving to pbr where…
Right, an RGB texture can use DXT1 compression while an RGBA texture needs to use DXT5. It's usually less memory intensive to move the alpha channel into another texture so they can both use DXT1. If we're using an alpha channel for masks and things like that, we typically try to group them into textures where each channel…
Slow and steady! Made a couple more assets and started on the floor material. I'm probably not going to be finishing this by the end of the month, but will keep at it for the sake of having a portfolio piece. I'm running into some lightmap issues with my tiling floor pieces, as you can see in this imgur album. Any…
UVW Map is HUGE for tiling textures. You set the size, or fit. if you cut the polys to be textures before applying the UV's, then Fit does a lot of the work for you. Fit it, then set your Width to whatever the Height is (assuming the map is square), and it'll tile correctly. Then jsut shift it left/right till it lines up…