[Graphics programmer answer] Doesn't really matter. I would shoot for everything being separate. Should a metal barrel and lamp share the same texture? Not really, you should be fitting each of those as close to 100% UV as possible. If you want those to both be say 512 size textures and you only see a lamp in a house and…
Yeah no problem :D It was just for fun. I put a lot of bird droppings on the car, though it doesn't look like much through a 512 by 512 map. ha ha. Will post actual textures soon.
Have you seen this thread... http://boards.polycount.net/showflat.php?Cat=0&Number=533&an=0&page=0#533 atm, it's right above this one. No reason for large images showing such a small and simple character.
Im not sure 100% what you're getting at but your larger props can be 1024 maps and your small props could be 512 maps to keep texture density roughly even across the scene (4 512 maps in 1 1024).
That's a very sleek and stylish car, young friend. Not much else to say. Good stuff! If you need to avoid large images, just make a thumbnail: http://boards.polycount.net/showflat.php?Cat=0&Number=533&an=0&page=0#533
We would need the sbs to find the cause. Would it be possible to share it with me (privately). Also, would it be possible to compare with the results in 5.2 at 2K resolution using the GPU engine, and in 5.2 at 2K using the CPU engine ?
Good Evening, Does anyone have any good workflows or recommendations for creating a repeating/tiled texture that repeats only a portion of the texture map? So instead of using an entire 512*512 to repeat a texture, you can be able to tile just a portion of it, leaving the rest of the map open for texture sharing?
Hello all, This is an angel character I just finished who had her wings cut off. I'm still learning so any tips about anything I could have done better is appreciated. 2198 poly and 3951 tris. 2 1024 colormap 2 512 spec 1 512 alpha jason
Looking very nice indeed. On the tank would it not be better to let the normal map do the heavy lifting and halfing the diffuse ? So instead of 512 base texture + 256 normal do 256 base texture + 512 normal
Thanks for comment naturon I agree with you for the mouth :) Some Texture exercice (All texture; Nomal Map, Diffuse and spec made with Photoshop) Concrete And Metal (SF) All map are in 512*512 3D Viewport on Maya.