I think it's your choice what size texture you want to use. I just used 256 cause this is such a low poly model and I haven't painted a 256 texture in ages, hehe. Feeling a little nostalgia with this one.
Non-square texture sometimes don't work in maya+certain vidcards. To avoid any issue just make your ref pics square, and to be even ore safe give them a friendly size : 256*256 , 512*512 ...
After I think about it,especially because my first map is in Russia it doesn't make sense for the guards to have Deagles.....So I modeled some russian tokarev ,here is high poly,tomorrow I will retopo and make the low poly.Even if probably it will end up with 256 *256 texture I like to have a normal map and a base texture…
I think MoP meant to ask what the 448 in a 448 map is? The numbers associated with texture maps are usually the size of the texture, which is typically a power of two. Meaning that it should either be 512 or 256 in size. If they told you that your limit for the map is 448 I'm going to assume they meant that it could be a…
Thats a good point, I saw Hero Forge uses 512 & 256 for each of there characters so I assumed in a FPS 512 would be ok, for 3rd person 256/ 128. I'll just forget about Mobile & stay with 512
Hey all, I was wondering if I could get a critique on what I've got for a low poly zombie. He's at 400-odd polys and 700-some tris. The texture resolution is 256 x 256, since we plan on having a load of zombies on screen. What do you guys think?
Converting from srgb to linear is done by putting the value on power of 0.4545. From linear to srgb is power of 2.2. To convert from 0-1 range to 0-255 range is by multiplying the value by 256. From 0-255 to 0-1 range is a division by 256. If its rgb values instead of a float, you need to apply these math on all 3…
Even if 256 is a "manageable size" the UV layout and the reuse of texture space is a must. Even at 256 some pretty big advantages could be gained. I'm also not sure why the inner robe, which is mostly covered is larger then the outer which is much higher detail? I'm not sure about the pixel density but I'm sure more could…
Nice move Anuxi, I've wanted to mention this for some while, it's good that you brought it up. If it's ok, I'll bring up whatever I can think of not only LoD0. 1. Tiny: Weapon LoD0 Triangle Limit: 1200 LoD1 Triangle Limit: 800 Texture Size: 256H x 256W Tiny is huge, his weapon is huge too. his weapon is 4 times bigger than…
Ok thanks for the tips render, just a final question, how do I save them out as a 256 colour image? I tried BMP since it offered 256 colours but it only had optimised palette which made it kind of pointless, wanted a standard palette. Any tips on how to save it out as a non optimised pallete? resaving each frame in…