Heheh ya padding. Just for future reference you can usually get away with 8px of padding at 2048, 4px at 1024, and 2px at 512 (although depending on your target platform you may want 4px at 512).
[ QUOTE ] 724 tris Maybe I´ll optimize the hair a bit more so i can get the polycount under 700 tris. [/ QUOTE ] This is really nice, i'll have to study this style, i just love it
Some progress on this thing, the idea with ropes and marble was taken from Plamen Tamnev on artstation: https://cdna.artstation.com/p/assets/images/images/026/585/762/large/plamen-tamnev-env-draft-21.jpg?1589188193
I can finally announce it! Bears Can't Drift!? is coming to GDC as part of the Epic Games Showcase. Can't wait to meet some awesome polycounters, come and say hi, I will be in Moscone South 1024 all week.
My whole canvas wasn't visible! I couldn't quite fit 1024 on screen vertically with my docked brushes etc! Silly thing is that my other monitor is 2560x1600 and fit's it easily! Thanks guys! Love polycount!
Harbinger, the textures are 1024's, and my computer's specs are all what UDK recommends to have. I'm thinking it's a ram issue or an issue with the July update, because I never had lag issues before updating to July.
"And depending on the size of that bsp block you may need to up that lightmap res." ^ thats a good point - and as a side note, if I'm not mistaken, that value ranges from 1- (1024 maybe?), but for some reason 1 is better in quality.
UVs are done - I was more tolerant of distortion so I could get the most out of a 64x64 tex. Also managed to scrape off 4 more tris, for a total of 324. I'm pretty satisfied with the texel size.
Pretty much finished with this model unless anyone has some crits: Modeled in modo, textured in PS w/ Quixel Suite. 5,182 tri, 4,382 real verts. Glass and reticle separate. 1024^2 for the EOTech Albedo/Normal/Gloss/Metalness/AO, 512 for the glass Albedo/Normal/Gloss.
I am having trouble getting Lightmass to create Lightmaps without blotches and stains. Even on 512 or 1024 for each window and on production quality. Is Lightmass supposed to produce so many artifacts? If I look at the generated SimpleLightmap texture and the DirectionalMaxComponent texture? Anyone have some tips?