any chance of seeing the textures? doesn't really look like a 1024 to me. the thickness and fuzzyness of some of those black lines made me think you used a 512 - could use some sharpening up. I think this is an excellent base, but doesn't look finished to me. her hand looks really small/frail
Tnx for feedback rogelioD. I increased wall height. Now it is 256 units tall (was 192). Looks much better now. I tried increasing floor size but I think the current size suits perfect. One floor piece is 256x256 units so the width of the floor is 512 units (from wall to the window).
I think unreal is a pretty different case since it uses displace maps for the terrain (at least in ut2004). But considering the resolution these maps had (about 256^2 or maybe 512^2 if I remember well) the blending wouldn't be more precise. Another benefit of vertex color is that you can add density wherever you want :)
hey nice find! I ll take a guess and say its about 1000-1300 triangles with a 256 diffuse and a 512 normal map. This unit is reusing alot of the same crack patterns for the skin so it could be also be a 256 normal map if the engine support multi UV channels, but then again 256x256 is very, very small.
If you plan on shrinking the final normal map by half, would you say a padding of 4pixels would be enough? I mean, what tyoe of padding "X" do you need from going large to small? Example 4096 to 2048 = 8 pixels? 2048 to 1024 = 4 pixels? 1024 to 512 = 2 pixels?
Eric IM me so we can talk about what polycount you want these to be and what all tree types you wants and small plants. I'm not sure if you saw this, but this is the LOD i was thinking of going for. http://tgz3d.com/newtree2.avi quick test of some redwood bark using at 256 res and 512
Got the tri count down to 76, unwrapped to a 512 (Don't know if that's too big for next gen prop that small). Heres the flat and a render. Flat http://i36.photobucket.com/albums/e2/pfassett/skin.jpg Model http://i36.photobucket.com/albums/e2/pfassett/RifleCase.jpg Going to start on the skin now. Thanks for all the help.
Hello, this is a prop that I have been working on and I would love to hear some comments and critiques please :poly136: This is a 1024 texture for the whole thing. I also have a 512 version but more detail than l anticipated was lost so I am thinking about re-UVing it and using a ton more space and get better texel density…
Hey all. I was experimenting in another graph while working on my main substance and now for some reason my main graph got resized to 512 and I can't figure out how to get it back to where it was. I've tried readjusting the inputs and it doesn't work. I feel like I'm missing something simple, but it's really frustrating.…
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