If it's still blurry there are two things to consider. 1. Sharpen the image. Use the "unsharp mask" for this, found in filter > sharpen > unsharp mask. When I make textures, that is my last step, I sharpen it up slightly. Keep threshold at 0 levels always, and then don't let the radius get above 2.0 pixels (it's pointless…
Tessellation doesn't require any additional setup - it's really just a tickbox and you can check if it works with your current setup :) ) [note: Tessellation is not Displacement Mapping. It just helps getting rid of some Poly jaggies for rendering] If you're playing around with the fur - try to play with these settings:…
I lean toward merging them because that is how I would have originally modeled it, but you do have a pretty natural break there and since it has been modeled as two separate pieces and the topology doesn't really match, you might want to cut your losses leave it as separate and explode/bake. Then moving forward keep in…
On the environment art side, while generally you want to keep things consistent, it is still wise to take into account how an object will be used. The flip side is that as art in workflows these days is getting more and more modular, your assets might be re-used in ways you never thought possible. For something like a…
I don't have much time to answer so I'm being brief: > 1) How much performance does a (e.g) 2k JPEG texture take Using which compression? DXT1, 3, 5 etc. Refer to above. If you save your texture to a DDS file, the file on your disk will be the roughly the same amount it will take in VRAM on a GPU. If you want to test it,…
It's looking great, nice work. Crits: - It probably would have been easier to paint details into pieces that where straightened. It would probably also give you greater fidelity when and if the texture had to be downsized/mip-mapped. Because you would be able to paint straight pixels of color you wouldn't have to spend so…
well, like i said, my opinion isn't gospel but the explanation i gave was for how i would do it when developing xbox live arcade games (much tigther budgets because of the download limits). However, even then i would suggest its simple logic. If you have a building which takes up 4 times the amount of space as a lampost…
The reason you're seeing a black line on your UV's seam is similar to an issue game artists face caused by mip-mapping. With-in your viewport, your texture is being displayed at a smaller size than it actually is for greater performance. 3d modeling software typically have different settings for displaying texture sizes…
I was actually playing around with separating the UV shells in the Hard Edge version earlier today, and yes it more or less completely eliminated the nasty edges. Now it hit me that there is a "Warp Image" feature in Maya that lets you transfer texture data from one UV set to another UV set. So I figured maybe I could bake…
The main problem i have with this piece is that it seems to be suffering from a odd pixel space issues. Its very easy to fix really. Take your texture, and fill it with a small black/white boxes. Just like a Chess Board. Stand back and take a look at how your model looks now. Your aim is to get the boxes to appear the same…