Alright, my first hand painted texture... Just another stone tileable. I know it still needs much work, but I'm stuck on specifically how to improve it. 512 Texture (final will likely be 256): Tiled: I'm unhappy with how highlights look right now, but I'm happy with how the tiling is looking.
Ok, I think I incorporated almost everyone's feedback (I hope). Here's the finals. 3100 triangles with 1024x512 diffuse, normal, and specular maps. For UDK, I also included a 512^2 detail texture. In Marmo: In UDK: Some light polypaint: Thanks for the help everyone! Some really useful suggestions.
I've posted before on these threads about my xps m1710. 4 gigs ram, 512 mb 7950gtx, core 2 duo. I did all my contract work on it for the past year and do all my work at home on it. I love it. Customer service. Best I have ever had.
no texture limits have been posted. i would say it doesn't matter as long as it's within reason. for the lowpoly they suggest staying around 2000 polies for WoW style characters so i would suggest keeping the texture 512 or 1024. if you're going normal mapped why not enter the Cinematic with no limits on polies?
KDR can you post it? I think a non mathmatical version is the only one tht will work. I would like to see how you tweaked it (and if possible ask permission to use it as a basis for mine). All I have is this: It dimensionally will never become a 1X2 enlarging or shrinking with repetition under 512 limitation.
iHey guys. I did this Ghost close to a year ago now just for the fun of hand painting textures. Not showing wireframes because the model isn't good, just something I banged out to have something to paint on. I hope you guys like it. Critiques of course are very welcome. :) 512 color for character, 256 for the gun. Model's…
Our Principal Artist at work setup an internal Character Contest. The topic for this one was to do a Caricature of a Co-Worker. I thought trying to render our FX Artist as The Greatest American Hero would make for a fun entry. Here is my final submission. I would love any cirts. 1,500 Tris and 1 512 Diffuse and Spec Map.
Just an idea as I've never encountered this problem. Have you tried lowering the resolution of your lightmaps, 512 - 256 is rather large for such small pieces. Maybe UDK is running out of memory or storage space for them (if that's possible...) and is trying to reuse what it thinks is a "best fit" for what it can't store.
nice job, for a pig thats pretty sexy! though calling it game ready would be a stretch, unless this is the main character of your game, this creature shouldnt be over 1000 tris or so. And if it isnt an up close and important pig, perhaps down to 500 tris or so. either way with 512 maps.
The justification for using a different texture for the head is usually so it can use it's own material as efficiently as possible, right? Naughty Dog is using a cut-down fake SSS shader for their heads, and it sorta makes sense to only pay for the fancy shader for the 256 or 512 head and not the entire 1024 character,…