Your outlet UVs use only 1/4 th of the height of your map, make it use the all UV space and use a 128 px map (512/4). It will make the same textel density with less maps. Consistent texel size + Maximizing UV space = less map = Less memory
Exactly. Engines Mip in powers of 2, so try tI have your atlas divided more evenly. Ie, have every side of every atlas element a power of 2, so 64, 128, 256, 512, etc. I wouldn't reccomend atlasing in thirds like you seem to be doing.
I'd pick 128-250gb SSD over 16gb of ram for photography. Raw photos can get pretty large and slow to move around and open, being able to open Photoshop in a few seconds is really nice, and a photographer shouldn't be making massive PSD files like video game artists do.
Made this sandbag wall before I know how to bake. Went back to day and tried it on one of the bag. Note that the baked sandbag uv was made really quick just for testing, same goes for the texture. Will be remaking this sandbag wall model :) The regulare sandbag contains 104 Tris compared to the 128 baked.
heres some inspiration for you... http://forums.cgsociety.org/showthread.php?f=121&t=39470 one of the coolest threads I have ever seen on tinternet. Its kinda old now but still very inspiring. Starts off saying he wants a job at Blizzard and ends with him saying he is working there
AFAIK the pose and postures don't work on Bip01, you will have to do it by hand (or using other 3dsmax tools). Work down an axis (probably her facing +Y), which I think is a 90degree rotation on Bip01. Then, just work off this as your main axis... if the rotation is 103*, the inverse would be 77*.
Texturing request: We have existing 3D models that now require textures. Detailed 3D sculpts will be provided to you up front for baking into your diffuse map. Please see some general reference images below. Priority: 1 - 2 textures per week. Budget: $125 USD per texture Freelance applicants musty include a copy of their…
3D Max 2012 How do i make a specular map? i've already tried doing it on a object with its AO already applied but it resulted with a black map even when there is a skylight in the scene. the specular settings where essentially the same as AO map just rather than an ambient occlusion with metal ray in diffuse at 128 but…
Current Character project, Aiming for a game character around 12k triangles once i add all the gear on the side of the harness. Started with zspheres then imported the harness sections modeled in maya. Adding hair later tonight / tomorrow. Retopologizing soon and getting ready for the fine details and polypainting.…
This is kind of a "bang for your buck" question. It's clear that the Intuos is a better series, but is it worth the extra $120 USD you have to pony up for a decent sized model? With an Intuos you have higher pressure sensitivity and the pen rotation functionality. I'm curious as to how often these features come in handy…