"I used 1024 for texture, normal looks a little pixelated, what's the best to clean it up? or is 2048 is the new standards for next gen now?" 2048 is standard for certain objects. you wouldn't put a 2048 on a park bench for example. Its all about context. as far as the pixelation, post the maps so we can see whats going…
So during the construction of the Oasis Map I decied it would be awesome to take pictures like every day and make a gif out of them too see how the map builds up. Didnt do it everyday but got enough that I thought it was worth a share to some of the guys at work, enough people liked it that they posted it up on the ND…
@ Neyull_ yea lighting was very important to me and i've been messing around with the lightmass in UDK and its been a learning experience to say the least... i'll jump in to my level and concentrate on my focal point and see what results i can get. @haiddasalami_I also questioned the objects around the room also, if their…
Not sure what problems you are talking about? The bake looks very good but the display of the normal map isn't so good because it's a render with standard lighting. Try using a viewport shader to show it off properly, Xoliul has a great one here :) For render pump up the normal map to around 1.6-1.8, leave the bump value…
you can make a height map and use that to generate normals (would give better results that just putting in your texture) height maps are black and white images where white is the "highest" and black is the "lowest" basically a bump map. So you'd basically just have the lines and bumpy detail on that texture, and use it to…
Hi! I think you can solve a lot early by doing some sketches before jumping into 3d. Once you're in the process of modelling, you can take a screenshot at any time and manipulate it, or draw on top, to explore different options. Drawing lines in on references, might help you understand their proportions and placement of…
As said above, good texturing with PBR materials, good lighting and 2dfx (like the smoke) and well optimised models. Here's a good quick example of high poly to low poly baked material use Source: https://www.reddit.com/r/blender/comments/1sgac0v/this_is_your_sign_to_learn_how_to_bake_normal_maps/ Or better yet here's a…
Nice improvement. To go along with everybody else, I'd agree its too noisy yet. I really dig the colors/lighting now. The orange glow near the door does a good job of directing you to it..so it makes sense that that would be the direction I should head if I'm running through here. About the noise: One thing that you really…
Was just running around some of the more lush maps in BF4 today looking at the foliage, admiring how amazing it looked. I actually thought to myself after seeing your signature a while back in one of your threads, "I am pretty sure a Polycounter did all of this". Awesome to see the dump man, going to jump on the breakdown…
Hi folks I'm back! Took a break because of Thanksgiving. I got to the texturing part finally! I'm running into some issues though. This time I focused mostly on the base of the model, I used a Smart Material to start off and added some of my own things in there and tweaked things a bit. Added color variation and a subtle…