I'm guessing the rectangle has the smaller footprint as I would be calling only one material vs two for the two 512 method. Can anyone confirm/deny this? Thanks!
Hi here is a mosque I did based on Stainless Steel art test. I believe it has 600 tris forget at the moment, and a 512 x 512 texture with alpha. Let me know what you think. Thanks. Alex
Hey I found the art sample texture sheets for the Predator tank and marine if you want to see them. The tank is actually split into 3 512 maps. the Marine with all upgrades is on 1 512.
The front window is also more rounded on its corners in the concept than you have it in the model currently, the cherry is larger as is its stem, and the cone is a lot less tapered at the bottom as well. Also, I'm thinking Vitor is right with the test being similar to current next-gen racing game specs. Also let us know if…
Hoi! Does someone know if gameengines can (usually) handle materials where the alpha is, lets say, twice as big as the diffuse and normal map so: diffuse: 512^2 normal: 512^2 alpha: 1024^2 thx :)
Yeah no problem :D It was just for fun. I put a lot of bird droppings on the car, though it doesn't look like much through a 512 by 512 map. ha ha. Will post actual textures soon.
So yeah, i'm going to be uploading them to unreal's 2004 editor for my school project. The texture size i'll be using is 512 x 512 and you will be able to go into this shack i am building ...
Thanks for your suggestion. Yes I think I finally have to work on it manually. Because UVW X-form can re-size the UV from 512 x 512 to 256 x 512. And it is working fine unless I assign one single unwrap for both elements, I mean one square and another non-square. One way or other, both UV's must be of the same dimension,…