Hey its me again, Upaint is pretty scarce for editing, will stick with PS, but looks mighty easy to get it in game, two 1024 x 1024 textures, crap should have been doing this two yrs ago! Any suggested models I should skin?
I am calling this done :) Concept made by Elliot Lilly for f.e.a.r 3, http://www.eliottlillyart.com/ Model weights in at 7950 tri's, using 2048 x 4096 for the rifle and a 1024 x 1024 for the scope. Thanks to everyone for all the great critcs, I learned a lot from doing this model.
Hi Alex, thanks. It is ok a 1024 texture (8bit at least) for each shoe? Do engines can carry an amount of 1024 (or even 20248 for some wares) upon a character? And, if I mirror the object after I uv/textured it, some details (such as writings) will be not mirrored too, or even misplaced?
yeah its not a head update but somes props I make for the same project a fireplace 844 tris 1024 diffuse and normal ,burned log 56 tris 256 diffuse and normal,render in unity (fire particules its not by my) and a big trunk 425 tris 1024 diffuse and normal
Yeah that texture will be much sharper once its remapped. I doubled the effective texture size that that piece uses to a full 1024 x 1024 square. I feel like I made it too green overall and want to go back to the previous style where there is more bark showing.
I have an image (screenie below is just a section of it) it's currently 2048*2048 but needs to be 1024*1024. Problem is the bicubic sampling in photoshop blurs/interpolates the lines and it looks shit. Nearest neighbor also does a pretty poor job. What other options do I have? I wanna try and keep those nice sharp lines:
Substance painter. Absolutely nothing against the software itself, but damn is it a massive pain to work with in lower end computers like mine. Granted it's not allegorithmic's fault that I don't have a discreet graphic card. but it's hard to remember that when it's taking 30 mins between each stroke in 1024 x 1024
[ QUOTE ] problem is... how do you measure their 1024 levels of pressure? [/ QUOTE ] ha. indeed*. the big question for me has always been : how do you squeeze 1024 ( or 512 for that matter ) levels of pen pressure into 100 levels of brush opacity ? * taking your quote out of context
Hi! Good start,but I think a 1024*1024 map can hold a LOT more detail. Take a look around at b1ll's website, he has some great step by step mini-tutorials how to put a lot more detail to a fairly low-res map. Keep it up! Rota