Check out the wiki page about topology best practices. Your model is not constructed efficiently. This is 101 stuff too broad to give a specific answer. About the tri count -- think about it more in terms of what is the minimum amount of resolution you need to get the quality goal you've set. With the amount of resolution…
Why dont you just bake with higher resolution and scale the uv islands according to the chanfes inside the rendered area, and then repack tge changed uvs and render the lower resolution kightmap from the laeger one, you could also tesselate the affected poligons so the areas with high contrast are smaller I think you could…
The resolution gains are a great point. It's also a reason why signed distance fields are so cool. They were originally developed by Valve to store entire UI/decal typefaces or other alpha tested graphics in extremely low resolution textures. (Found a simple video explaining a but of it) They work so well for creating…
I agree with Per, to some extent. I don't have any experience with Silo, however. I don't really feel that Mudbox is "pathetic" at all. ZBrush has a lot of features that I never really used, nor did I have any reason to. One thing to take into consideration is the fact that Mudbox is solely meant for sculpting high…
Hi, So after going through so many blogs and forums related to Unity lighting artifacts (specular wobbly, dark spots, seams, shadow acne etc) I have finally managed to get some acceptable result. Will be posting the full workflow guide. Used Directional Specular mode with real time resolution of 1 and baked resolution of…
I think how we do this is that we process each mip to be properly blurred, we don't just use the mips as is. Also, for the lowest mips we don't use super low resolution images, they have a fixed minimum level and blur the blurriest ones more, rather than just using lower mips as this doesn't look great. From my…
It's not meant to directly solve the resolution problem. The edgeloops do add in more resolution, but incrimentally. It's geared more towards solving your microscopic concern. Retopology is going to be the best bet if you want to get the absolute best topology and a consistant resolution out of it. Push the zspheres as far…
iPad resolution - 1024x768 iPod touch and iPhone 3gs and older resolution 480x320 iPhone 4 resolution (retina display) 960x480 iOS supports 32-bit textures with 8 bit alpha (I always use .png), however the final screen image is rendered in 16-bit color. iOS also supports compressed textures using PowerVR texture…
Hi PinkZebra. Your zsphee model looks ok to me. I like to use less zspheres because as a start to a model a lower polycount gives me more flexability, but that is just a personal preference. The main thing is to avoid overlapping polys which means putting enough space between the spheres so that none of them appear…
Should I texture the model using only tiled textures and trims (that is, with different texture sets for a separate part of the model)? Seeing as you are allotted multiple material IDs (four), yes. You can use a mix of trims/atlases, and unique texturing to your advantage. Do I need to use two UV channels? For example, one…