2048 is overkill for most models, 512 or less should be enough for most assets. 2048 is 16x the resolution of 512. Also don't use preview to judge how a model will look, preview is really only there to get a rough idea of how the lighting is going to turn out, but is going to be really blotchy with a lot of seams and…
What is the final product? Game or CG movie? 1. Depends on how big the road and the road texture are. If the road is 512 wide and the texure is 512 then no probs. If you would have to tile then you could break the road tile with another texture or if you have them, you could project the lane markers on to the tiled road…
Quick update on the textue, I'm not finished yet; I'll paint some scratces in, overlay a grunge texture and refine the red stripe and the rust on it. If you have any other suggestions, feel free to post them. And here's the diffuse, it's 1024*1024, but I'll resize it; as I know a 512*512 map is enough for a prop like this.
im guessing since that is such a large planar area. you could just use a 512*512 texture and tile it in that wall. you canse use decals to stuff like dirt under the windows and whatnot. later you can do some AO on a diferent UV set since ut3 suports multiples UV sets.
Here I come with some images from character / enemies I'm doing right now: Crawling hand: 2k tris - 512 texture. Same mesh, different poses so we could have a nice variety on the table. Standard Goblin: Around 7k tris - 512 texture Highpoly: Lowpoly + textures Hobbit: Highpoly:
Heya! Found a very old model I did more than a year ago with unfinished texture. Did not like the old texture so I repainted everything. The model is about 4200 tris and a 512 x 512 diffuse texture is used. Got some inspiration from the awesome art in allods online and the stuff slipgatecentral made. Hope ye like! Edit:…