As always it depends on if it was in game and where it would be in the players view. If it was a hub or something very close that the player would interact with then 1024 or 2048. If it i off screen and the player wont see it very much then 512 or so. If this is a portfolio piece then I would build the texture out at 2048…
Right now the wood grain (the rings/wood pattern/howeveryouwhannacallit) doesn't look natural. It doesn't follow the shape of the wood. Looks like you just randomly slapped a photo without paying too much attention to it. A few examples of what I mean;…
@almighty_gir a big name coming to help :o ! thanks a lot! i didn't know what plantigrade meant so i've done some research and found this : http://anetintimeschooling.weebly.com/uploads/6/9/0/3/6903461/6851754_orig.jpg if i understood well , plantigrade is when a mammal use all of his feet on the ground to walk , but in…
First of all welcome. Not a bad start. Turned out pretty sweet. A few things to consider: 1. 2048 is way too large of a texture size for a prop like this. A prop this size should have a texture size of 256 or 512. If you plan on it being seen close up maximum size of 1024 but even then that's a little much for a barrel. 2:…
Actually Ace, Kees and I still support ShaderFX completely. We're working a on new version that will support 3ds Max 2012 right now. Our forum us just down because it was getting bombed by spammers. :P Feel free to email either of us any time with ShaderFX issues and we'll do our best to help you. And no, you aren't crazy.…
Hey ! I just tested Knald on my GTX 470 and it runs perfectly fine ! <3 I would just suggest the possibility to output textures bigger than the texture you load. I work on a little 512² normal map and I wanted to output a 1024² AO map (from the low-poly). There is no way for me to do this ? Unless I load a bigger texture…
Hi not been able to update regularly on here to get feedback the past few weeks been busy finishing the scene as much as possible for the first semester deadline and get feedback for when we have to improve on it in the second semester. Final Hand in Semester 1 Hero View Other Angles…
Another suggestion, would be to take your end texture resolution into account. If you are sculpting down to more polies than your normal map has pixels you may be over doing it. :) 512 texture = 262,144 available pixels 1024 texture = 1.05 million available pixels 2048 texture = 4.2 million available pixels So with a…
Polynurb just paint it at the actual res or don't go higher than 512 x512 if you plan on bringing it down. Photoshop also has an option to resample an image using bicubic sharper in the image size menu. I think the default is bicubic. You might as well and take a look at how all those options work to see how you like them…
Eye specular highlights need to be relatively high resolution environment maps with large shaped white spots near the center to depict the light sources that are reflecting on the eye. What we expect to see when we look at an eye is a tiny reflection of the world behind us. Painting a specular map can work, but the best…