I dont think Per was saying that your uvs need to be 1:1 consistant over the whole mesh, its when you start scaling things up to fill large spaces, instead of packing differently or not worrying *so* much about using ever pixel. When people get obsessive with using every pixel bad things tend to happen, texal…
Bodypaint can go either way. Funny enough, I started using Bodypaint precisely because it had 2D projection mode. I find that "true" 3D painting doesn't really work for me. The brush skipping across seams is a pain. Also painting very low resolution textures (like 128 or 256) with actual 3D painting is a pain in the ass,…
@aajohnny: Thanks for the feedback. Right now I'm working out more of what I'm going to do next through some paintovers. I'm definitely considering adding a bit more color to the rocks and especially to the foliage. For the rocks, a bit more red, and for the foliage, a bit darker, more saturated yellow-green. I think I'll…
Im using textools like was suggested, but ran into the following issues: 1. I lose the UVS when converting from UVW to XYZ in textools . I setup a plane attached to the mesh I'm unwrapping and map it to fill the uv space (000 to 111) but the uv's are lost when running the textools script which means my ref plane needs to…
Yeah first things would be to turn off ANY sort of dynamic setting, whatsoever. This will help keep the image consistent. While I agree most new, high end monitors and TV's have good default settings, some tend to be visually good but on a mathematical level would be way off from what your eyes are actually seeing due to…
next gen gaming, yes. But still in next gen gaming we cant go "crazy" with textures. In Reach, there were a few assets that got crunched down to a 256 or 128 texture that were half the size of the player. Its really tough, but the assets themselves decide the final texture size. Are they hero objects? or ambient filler?…
I think that will give you horrible results if you're planning on baking it but only testing it will tell. Max runs better if they're all separate objects, it can only degrade the visuals of the scene on a per object basis when it starts to have trouble few objects to degrade the more it trouble it has.…
Script! You will need to make sure your houses pivots are at their base. i can give you a script for that if need be. I made the script only position the house not change their orientation to fit the terrain, I can do that too, but it struck me as a dumb idea. If you find the houses are not fully bedded into the ground…
Hey egg! I would really suggest you spend some time in making your roughness as detailed as you can imagine. Think stains, scratches, smudges, tarnish... the whole lot. Most detail will come from the normal map and roughness information and this is where most time should be invested. That does not mean the albedo should be…
You could create 5 different textures for the same building blocks but if you only changed the texture of near identical looking buildings it's gonna be noticeable. The bottom line is you want a set of modular pieces which can be combined in a variety of ways to produce noticeably different buildings and structures. On top…