His two 2048 textures and one 1024 are perfectly fine, I don't think they are over spec for a main character for a PC game. I've snooped around in the PC version of Devil May Cry 4 and the main character Nero's diffuse maps have about the same total pixels as Snefer's soldier (actually a bit more). Also it never hurts to…
Definitely the best way to do this is to model individual bricks. This will be quicker and also allow you to alter any of the brick patterns quickly and more effectively using a different brick and aligning rather than having to resculpt the mesh or touch up the normal map. The reason you're going pixelation is that the…
this is turning out dope man. texturework looks nice and crisp. the only thing i would suggest is putting all your pipes/vents onto a texture that tiles instead of having a bunch of wasted/empty space on each map. you could have one texture for the 2 pipe variations and 1 for the vent ducting that both use 100% of the…
Welcome! This looks really good for the poly count you used. I think the loose wires from the pile could just be baked down to the floor. The border on the concrete slab looks a bit pixelated and sloppy. The cracked area to the left of the wires looks like it's one of the alphas that comes with zbrush, I'd suggest changing…
[ QUOTE ] It may well be because of your onboard video card. It seems that the GMA950 supports pixel shader 2.0 model, I think that Max's viewport rendering of normal maps might need ps 3.0. [/ QUOTE ] Shader model 2.0 works fine for viewing/creating normal maps in max. I've been using a laptop with an older gpu that only…
ive just tried that ;-), and i have a few issues with it, 1- i get a pixel wide seam down the sides ????? doesnt appear in the doc, 2- id like a mesh so that i can render out other maps etc after like ao mat IDs etc 3- i was hoping to render down to 3d tiled objects, say a cliff face with some undulation in it or a cliff…
The numbers mentioned by slightlybored are supported by game engines, and 800x800 is not (when you try to import a 800x800 texture into a game engine, it will probably refuse). Texture sheet size in unwrap options, you dont really need to set this, unless you work with a 1024x512 texture for example (so you get a different…
yeah, bothered me for a bit until i found this: Link you'll need to keep the brush shapes 63*63 pixels from what i got, not sure about the bit depth. then you'll need to edit the correct config file to make the brush appear. i think that's the only way to add brushes as of now. also, instead of selecting the brush from a…
thanks sectaurs. I'm think I'm going to stick with the original. I was happy with the stabilizers I added so I added those to my uv map. Right now I've got a decent looking metal texture but the problem im getting is that I just dont have enough pixels per panel for the details to really make any noticeable difference. I'm…
looks good but you can see the normal map pixels on some of the edges. It seems like there would be a lot of wasted data if you normal map the outside. I think a lot of racing games these days just use a ton of polys instead of trying to normal map, especially on console. Also you only need diffuse on the outside of the…