Yeah I did 120 on my build a few years back and it wasn't a huge issue. Though I'm pretty sloppy with my files so it was annoying. Current build has 256 which I much prefer, I think I paid about as much or less for the 256 drive as I did for the 120 drive, hehe.
well ive been holding this one from showing too much for a little while. did this test begining of march. 13611 polys, 23 256*256 textures 35 hours of work. hope to get some feedback for future projects guys. let me know what you think.
I like that they are trying, and I like the subscription model, which would make Maya affordable for an indie outfit or freelancers, but the 25K kills it for me and I assume will kill it for them. Considering the other handicaps, the 25K seems so arbitrary.
Non-square texture sometimes don't work in maya+certain vidcards. To avoid any issue just make your ref pics square, and to be even ore safe give them a friendly size : 256*256 , 512*512 ...
I think it's your choice what size texture you want to use. I just used 256 cause this is such a low poly model and I haven't painted a 256 texture in ages, hehe. Feeling a little nostalgia with this one.
After I think about it,especially because my first map is in Russia it doesn't make sense for the guards to have Deagles.....So I modeled some russian tokarev ,here is high poly,tomorrow I will retopo and make the low poly.Even if probably it will end up with 256 *256 texture I like to have a normal map and a base texture…
I think MoP meant to ask what the 448 in a 448 map is? The numbers associated with texture maps are usually the size of the texture, which is typically a power of two. Meaning that it should either be 512 or 256 in size. If they told you that your limit for the map is 448 I'm going to assume they meant that it could be a…
Thats a good point, I saw Hero Forge uses 512 & 256 for each of there characters so I assumed in a FPS 512 would be ok, for 3rd person 256/ 128. I'll just forget about Mobile & stay with 512
Hey all, I was wondering if I could get a critique on what I've got for a low poly zombie. He's at 400-odd polys and 700-some tris. The texture resolution is 256 x 256, since we plan on having a load of zombies on screen. What do you guys think?
Even if 256 is a "manageable size" the UV layout and the reuse of texture space is a must. Even at 256 some pretty big advantages could be gained. I'm also not sure why the inner robe, which is mostly covered is larger then the outer which is much higher detail? I'm not sure about the pixel density but I'm sure more could…