thanks, i'm glad you like it. i divided the texture in three different ones (1x M249 [2048²], 1x EOTech Scope [512²] and 1x AmmoPouch with Ammo [512²])
Hoi! Does someone know if gameengines can (usually) handle materials where the alpha is, lets say, twice as big as the diffuse and normal map so: diffuse: 512^2 normal: 512^2 alpha: 1024^2 thx :)
I agree, I have made them slightly larger. UVs laid out, tested with a 1024 and a 512 and decided on 512. There is geometry to draw the sword, which I plan to do for final presentation pose.
ILets say that your base texture is 1024. If there's a piece that only takes up 25% of the UV space, just use a 512. 512 x 4 = 1024. Same texel density, not wasting UV space.
So yeah, i'm going to be uploading them to unreal's 2004 editor for my school project. The texture size i'll be using is 512 x 512 and you will be able to go into this shack i am building ...
Here is one of my pieces i've been working on for a while. 1051 tris, with 2 textures; it uses, a 1024x1024 texture for the body and a 512 by 512 (with an alpha) for the hair. Below are my textures
Been practicing some more 3d stuff with handpainted textures. 10k tris and 512 diffuse 1k tris and 512 diffuse dont remember the tris count and texture size for this one.
Tile the base material using a 512 or 1k, then layer the panel gaps, borders, inset hole punched panels, and the little circle details with decals from a 512 or 1k trim sheet.
Car #10 completed and rendered in the Unity Game Engine. The final poly tally is 860 polygons and the asset uses a 512 x 512 PSD texture for the diffuse and reflection (in alpha channel).
Here's the formula: METERS X PIXEL PER METER divided by TEXTURE RESOLUTION = TILING VALUE So, for example let's say you have a 2m2 wall and a 512 texture: 2 X 1024 / 512 = 4