Yup, I left lots of buffer in the UVs so I could scale down to 1024. The ends, legs, crossbeam, and the yellow band around the middle are mirrored, I'll try to figure out how I can stack some more parts.
Uv amount you have used I think it fine but to me it looks like a 1024 map because your UV space is very sparse and and you have some areas smaller than you should have and some areas to large
Thanks everyone for the submissions! Collecting the art was a great experience :) If you'd like to keep up with the comp, please visit - http://www.game-artist.net/forums/game-artist-mini-competition/19186-speed-modeling-competition-2-014-children-s-art.html
It does look better, but it wouldn't be bad to use this to study a bit. You could probably find tutorials similar to this: [ame=" https://www.youtube.com/watch?v=BZY3I7SyLQI"]Zbrush Character Sculpt - Mutant 004 - YouTube[/ame] for every part of your model.
the flat looks great! Is 1024 the native res? I love the quality you get of the colors on the metal, after studying the wow textures from the recent game and previous i can definitely see the similarities :) looks amazing, excited to see more!
Thank you, Froyok. I had tried RAW and JPEG with 0 and 1 quality settings. The next thing I had noticed, is that artifacts become visible in 4k resolutions. 1024 and 2048 shows identical pixels with SBSAR and simple bitmap output.
Great idea you have there. Ive been messing around and im wondering the extents of the engine i dont feel like rendering out 4096 1024 heightmaps atm but im wondering if its possible. smaller tests resulted in poor results
Well, I see what u r talking about on the shoulders, it is rigged so I made this 2nd screen shot with a bone ajustment.. And here I have also the wire and texture.. The real size of the texture is 1024. Thanks 4 the tips.
Thank Ged! I wanted to use a specular map because the original test required a 1024 diffuse, normal and specular map. I technically don't have to use those maps since I won't be submitting it but for future reference it would be useful.
You get used to it, don't worry. Oh and a tip, if CannonFodder's MDL decompiler for some reason doesn't work, try using an older version instead. I was able to decompile L4D models only using the 0.4 version. 0.5 would crash.