I just do it by guess-timation. I pack everything pretty evenly, so the texels are all the same size on the model, and use the most space. Then I try to pick a texture size which is the closest in resolution to my desired texture density. Just a visual test with a checker bitmap, are the pixels too blurry, too sharp? It's…
Thanks for the feedback Musashidan. I'm using Blender to perform the Uv'ing and I simply marked two seams, one down the back of the helmet and one around the top "peak". I realise that the mesh is way too dense as I forgot to reduce the subsurface modifier for rendering. So if I was to rethink the Uving, could I straighten…
replying to my own fucking thread just to reset a title. Christ. Per128, you really are too much. In the overbearing sense of "too much", rather than the "what a wacky card i am" sense. Although the two aren't mutually exclusive. rooster - erk. I have a horrible feeling it may have been saturated up a touch inside flickr…
Need a little help with this one. The resolution is one notch too low, and the textures on it are currently two 1024's. I know I can squeeze a little more out of the texture space with more mirroring of the uv's, but I want to try 2048's to improve the quality. Also, I don't want to mirror areas where it might look too…
Well, I'll say it needs a lot of work. The textures look like something from the year 2000 and the environment too low poly for anything to be considered up to today's standards. The road doesn't seem to be to scale for a two lane road, much too skinny. The picture of the building in the last screenshot has skewed UV's on…
well done Abhishek. it's too bad you drew this one on lined paper, because i think it looks pretty good. i won't say i told you so (or chastise you for drawing thumbnails waaaay too big or drawing on lined paper ), but notice how much better he looks when you draw him at an angle instead of front-on? glad you took the time…
Hey there - I apologize if this has been answered before. I am having a really frustrating time with NDO's dropdown menus when altering my normal map groups. If I want to adjust the curve or bevel type, the dropdown menu will close nearly immediately after I've clicked to open it, and before I have a chance to make a…
So as the title says it's about time i put up my portfolio (even if I'm still finishing stuff it's no use if I don't even start looking for a job). I tried to keep the layout as simple and clean as possible with some minor embellishments. Crits on design/color scheme/usability are really welcome. Then I do have some doubts…
Update time! I keep getting caught in the "there's not enough to show" loop. As if every WIP is a finished product with finalized lighting. Yeah. So here's where I'm at, the two big areas I've worked on -- SANDBAGS I've done a pass at placing my sandbags (previously made into low poly meshes) in Max using FFDs to…
I have exactly the same problem. And while there are two programs: 3d coat and Substance Painter at least that could paint /clone in multi channels at once in fact it wouldn't help you a lot since the texture captured from a piece of real matter will be looking repetitive like hell nevertheless, especially in its depth…