They did mention they use "sub-normalmaps" in conjunction with regular normal maps. It's plausible they can achieve medium level details with the normal map in a 512 texture... then have another 512 texture that has all the high level details all mapped to a separate UV set. So all the perforation, fabric texture, etc on…
Hey! :) The prop looks real good :) As far as the map being a 512,depending on where its going to be in an environment and how important it is, im going to say 256 seems the better choice to me.I know people are going to reply saying that unreal props use 512 maps XD Do you have a normal map acting in that last image? If…
from my experience: stick with meters, setup everything for 1 meter or 50 cm tiles. (and mutlipliers of that). good starting point is 512 by 512 for 1 meter², depending on what platforms/scale you are planning for you can obviously go higher (or lower) from there on. personally I think its easier to work with meters in max…
Hey Jason, it's definitely worth it. You don't want to have compressed textures by default shown in your final. You most probably want to have the full resolution of what each texture is (wall is 512, then it should appear 512). I realize that game textures are compressed, but the overall look will appear better (and show…
Looking pretty sweet man. Just a couple things: Your spec could benefit from a little more variation/contrast I would say. Nothing too crazy though. Also some type of reflection (cubemap/realtime) on the metal would help it alot. Also a 2048 texture I have to say, is pretty redonkulous. A 512 is more likely for a first…
This method works well. From the wiki: Visual Packing Guide If you want a visual guide when creating your UVs, one easy way to see the spacing is to use a checker as the background image in your UV editor, with each checker square set to the padding width. For example to get a 4-pixel-wide checker on a 512x512 image, tile…
Wonderful job with the park scene! One of the main problems I have with your other scene is the atv. I may be reading this wrong, but it says the atv is 20k tris and uses a 1024 diffuse/normal? Yet in the texture flats at the bottom, it looks as if you are using 1 512 for the body and 1 512 for the wheels? Besides that…
Okay, I've got an update on my progress so far. Here's the textured version of the model with the currently most recent version of the texture: Here's the same model from behind: (I'm currently debating whether or not to add the stainless steel texture to the rest of the drum harness.) And here's the current texture I…
Thanks for all the kind words and feedback! Some updates: -added the painted red symbol - worked in some stronger highlights to bump up that contrast - added some more details to the bottom rim of the greenish sheild - added some tonal variation to the deep cuts to give them some more depth. - new screen grabs sans gizmo…
Sorry for maybe hijacking your thread but i have another example: Lets say i have an object that has round-ish smooth edges, and the rest of the surface is rather clean, like a table or a chair, so the normal map would only hold important information for the rounded edges. Whats better in this case, actually bevel the…