OK, here's a high level overview... Things you need: * A ratio to aim for (just an integer value, eg. 4 for 4:1 ratio) * The current object's texture width and height. My script defaults to 1024x1024 if the object's material doesn't have a valid texture. * An object with UVs! Steps: * Get selected UVs, or if none are…
Hello! We're creating a action/adventure RPG of space combat and exploration. The game is viewed in a top-down 3D perspective and both player and NPC ships are built out of modular components laid out in a hexagonal grid. We are looking for a 3D artist to create the modules for these ships. There are approximately 15-18…
Ok good, you're making progress. Here's the jist of padding - when you get further away from a prop in some engines, the texture (e.g. 2048²) will mipmap or "mip" down to 1024², 512², 256² etc. to save memory since you can't tell the difference between a 2k and a 256 texture at a certain distance (which of course depends…
I can see a few issues off the bat. UV issues: You have overlapped UV shells. Offset stacked islands or you will probably have baking errors. You have hard edges on the low poly model, but the corresponding UV edge is not split. You'll get incorrect normal map pixels at those edges. You basicaly get a gap in the projection…
In general, the site elements feel rather big - with half of this PC's screen being consumed by the flash banner, it feels sort of wasteful. Especially as it doesn't link anywhere (the images could link to their asset pages, or back to home for instance). You've made the site 1024 pixels wide. This means that on older…
the Frame Buffer or Rendered Frame window as it is called now is just a represnetation of the buffered and rendered image. In RTT it always shows the standard (regular render view) because it needs to render each time or at least it does a full rendering and extracts from each rendered buffer- pixel the desired results. So…
I had 30min to kill so I rearranged the UV layout and even ended up with some extra space. It would have gone faster if I was working with the actual UV layout not an image, but whatcha gunna do /shrug. I think by just detaching the wings you will save yourself a TON of headache. I would also detach the nose cone as there…
Thanks for all the comments! Yeeeahh I thought the right side menu would be confusing for some people at first, maybe i can find a way to make it more obvious, or more confusing even. Pior, I thought at some point to have the renders there in large but it seemed it would make the pages too heavy to load (?), as it is…
Yes, I would recommend custom vertex normals for baking normals to any engine that supports them. Whenever there is geometry in the transition between two flat faces on the lowpoly, like a chamfer or a curved surface, like that chamferbox to the right at 6 minutes in the vid: ( https://youtu.be/_kONIPr_gBM?t=362 ), you can…