Lol yeah... Learn something new every day. So I've gone in and made unique UV sets, and increased the map sizes ranging from 64-1024. My build time has increased significantly. What is the recommended map size for light maps?
your right, but the gloss maps are grey scale. so instead saving them out uniquely you can store them in the alpha channel of an other map for example the normal. diffuse and normal maps resolution ranged between 521 and 2k the average being 1024.
So I scan ZBrushCentral forums and found in this thread marcus_civis's suggestion regarding unify geometry. It works, but not in a way I expected. The top count even at 1024 dynamesh resolution is still around ~200k activepoints. At lower dynamesh resolution activepoints goes down respectively.
@Eric Chadwick i have an older device (galaxy s3), so a oneline title is only 0.4 cm in physical size - which is a bit too small for easy browsing. The forum pages-number buttons are actually a bit bigger and seem to work very well.
Looks good! Goodluck - hope your hear something, but how come you used 2024 textures...? Shouldn't it be 2048? It was mentioned all over your image which is why I thought maybe it isn't a typo... ninja admin edit: Removed quoted images
adam, you could launch up UE3 and in some of the VH_"namehere" packages in the Generic browser you will find meshes and textures for the vehicles that are around the same thing as your tank thingy. they seem to flow around 5000-8000 tris with either a 1024 or 2048 on em.
Clip plane value: 0.1 to 1000 (I use first person controller). I had tried for the near 0.2 ; 0.4 : 1.0 and 100 ; 500 for the distant plan, but nothing change. I noticed that happen when there is something bright behind (example a white floor).
Very clean and detailed...are you using a 1024 for the face? I would make those clamps that attach the metal plate tot the top of his skull geometry in the low mesh. At least to match that you used geometry for those nubs on his cheek and side of forehead.
Decided to call it quits. Wanted to finish this low poly bake early but things got in the way that created messes. So here's the final product. All 4,688 polys of it, and all critiques are welcomed to tear this apart! Textures are 1024 by 512 BTW. Onward to workshop 3!
well I didnt wanna keep posting BS test progress but heres the final model , all together at 9k polys including weapons, weapons are on a 1024 map and everything else 1 giant 2048 map Im going to begin texturing soon! FINALLY!