ILets say that your base texture is 1024. If there's a piece that only takes up 25% of the UV space, just use a 512. 512 x 4 = 1024. Same texel density, not wasting UV space.
joopson, can you try using baked normalmaps from 2013 in 2012 or below? our last tests showed that it seems like the tangentbase is screwed up - which is bad for productions synched to 2012 or lower
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 ...
Im not a fan of the mouth. http://tearmatt.files.wordpress.com/2012/10/xenomorph.jpg and the ribs come to a point too much. try and match the profile of this. http://fc02.deviantart.net/fs71/f/2012/348/2/8/xenomorph_turnaround_by_selworks-d5o1c5b.jpg
At first I thought WTF now are they saying you already got it, then I realized that you guys write your dates funny. Nov 1st 2012 (SOON!), not Jan 11th 2012 (that already happened, BOO!).
Big big studios and monumental games :/ http://www.gamesindustry.biz/articles/2012-01-10-sony-closing-bigbig-studios-restructuring-cambridge http://www.gamesindustry.biz/articles/2012-01-10-monumental-games-goes-into-administration
Hi, I cant seem to see the NURBS Plain Tool Options Box anytime I click on the create-NURBS-primitives-plain menu in MAYA 2012. Or is there any other way I can set my U Patches and V Patches Slider in MAYA 2012? Thanks
Hi, this is my first environment, hopefully it will be easier to get into the industry than with character stuff. Any help on how I can improve it will be really appreciated. 5075 polygons. 14x 512 maps, 1x 1024 and 1x 512 by 256. Made in Max, no lights. the 1024 is the road. The model is based on a photo.
Here's the formula: METERS X PIXEL PER METER divided by TEXTURE RESOLUTION = TILING VALUE So, for example let's say you have a 2m2 wall and a 512 texture: 2 X 1024 / 512 = 4