I just unwrap everything to two 1.0 squares, set a fixed pixel distance for the shell spacing (usually 8px, but depends on many factors). Then when I'm done I scale everything down to fit the default range. Then just set your dimensions under the Snapshot options and render out the UV map.
Yepp, discarding pixels is very expensive so using some extra tris to reduce the amount of empty space on the alpha card is almost always a good idea :) In my experience triangles is rarely the limiting factor for performance in todays engines, they can push ALOT of triangles, but heavy alpha masking is still very…
I use 3ds Max 2013 and mentalray. High resolution would only take longer so I render to 1280x720 pixels. Everything else is pretty much at default. I use several lights in the scene. Wish I could be more specific but I don't know much about render terminology.
You're right, it'll only work at the prescribed angles. If you lay out your sheet to match the grid you use in your uv editor it's relatively quick to lay stuff out - then you just have to pixel snap UVs inward a bit to eliminate the artefacts from where the normals filter together.
painted edges (bricks, roof tiles) are too thin and it causes two problems: - textures look really flat. - when scaled, they start look all jaggy and pixelated. also, you might want to get rid of pure black color in your textures. its unnatural, and shouldn't be used on hand-painted stuff.
True, but that's very minimal. If you're using very low res lightmaps where that extra few pixels of wasted border space is an impact, you could just scale up your UV's a bit after running Layout. Or, go keep an eye on the IPackThat thread :) http://www.polycount.com/forum/showthread.php?t=145328
I don't like bumping topics, but osman can you show me your normal map, or at least how you mean in terms of what it looks like? To "my eyes", it looks very pixelated and bumpy, almost too sharp, but that may just be me and everybody else may think otherwise :s
Well you can 'magnify' the document and obviously it does not slow down but you just get the pixels closer and bigger - nothing usable. But if you 'bring' the object very close, it slowdows a lot for me. Call me a bonehead, but that's typically the kind of things I don't want to have to worry about when sculpting...
i think you really should avoid showing that black shaded screenshot. No lowpoly model would ever look good under such 'mayadefault' conditions. Or, tint your ambiant something nice! You could also drastically scale down your texture, and show it with a nice sharp pixelated look. Good luck!
been a while since I got the chance to work on this. Did some quick normal map test projections.. They turned out pretty good. but I'm not really pleased with the pixel distribution in some areas. so I'll probably play around with the uvs a bit, and see if i can get them lookin better