thanks to everybody , any tricks or trhead , to get good normal mapping for lowpoly and stylez models ? specially with textures atlasing (or an array of props in a single UV space ) in 256 by 256 pixels and 512x 512 as starting point . Should I create normal map for lowpoly props in those resoluition? or it is a waste of…
Make your map bigger! Textures always serve a purpose (in this case, learning) so that must be kept in mind when making one! Obviously, the more stones or whatever you have, the less pixels each one will take up. So yes, that's less info for your normal map as well. Think of it this way: if you made this texture with 2 big…
This asset is intended for a real-time/game environment. I’ve attached the reference images I’m aiming for, along with wireframe and UV layout. The asset currently uses a single 4K texture set at 512 tx/m. No trim sheets or tiling textures were used. After rendering, the textures feel a bit softer/blurry than expected, and…
I (naively) assumed they'd done it properly Hacks like that explain why it breaks down under some circumstances edit: ok so I've had a look . Hopefully this helps with some of the weird bits The only variable they seem to be using is the builtin $sizelog2 -which is log2(pixel size of the input) == log2(512, 512) == (9, 9)…
LATEST EDIT : https://sketchfab.com/models/7029db1524be4a14b15273afe16ba584 Making a low poly and stylized character for a (non-existant) MOBA-like game (yeah I know, there are many of those already) but I think it gives a good starting point for designs. The poly budget is very limited at a maximum of 3.000 tris with…
Create a time traveller and a time machine! You have 2000 triangles and a 512 x 512 colour / spec / alpha maps, in total. rules: 1. NO NORMAL MAPS! 2. entire texture area is 512 x 512 pixels. Break this up however you wish. 3. 2000 triangles are for the machine & the traveller, break this up however you wish. 4. Feel free…
Anyone know why i'm getting this problem (see picture)? Nothing is overlapping in Photoshop nor 3ds max but i still get 1-3 pixels bleed from the right black and white plane into the left plane. I'm trying to make som SCI-FI modular panels and each texture is 512*512 pixels. The atlas for the panels is 2048*2048 and it's…
Definitely helpful,thanks!I was following tutorials and got confused as to why AO maps were used sometimes and light maps used in other instances. I modeled a tank recently and used a light map instead of an ambient occlusion map unknowingly.The light map is more subtle but when I try to bake an AO map above 512x512 max…
[ QUOTE ] how do you unwrap something like that to be able to use tileable textures? [/ QUOTE ] You can simply extend uv coords outside [0..1] to get tiling. UV coordinates will always map to some point in a texture, and the mapping is done so anything that is contiguous in uvspace will texture nicely. This means that for…