use photobucket or similar and just link them in with tags for texture sizes first find a resolution thats suits say 256 per metre then stick to that and yes lots of tilling textures and smaller textures are generally better as they are more re-useable
Here is a character i just finished, hes called stoick and hes from how to train your dragon. I still have work to do on him, he needs weapons, an environment and a dragon to face :) hopefully ill have it done by the end of the week. 778tris in total, 256 diffuse and spec map. More updates shortly :)
Depends of your object : it's an important object ? Does it need several different diffuse ? Show it, you can't decide what to do without determining what is the purpose of the object (quest object or just a decoration ?). In your case, I guess the best optimized case would be the 256 UV overlapped + the lightmap like your…
Polycount should get support for Gfycat embedding and this problem will be a thing of the past. Here is your gif uploaded to their site and converted to an HTML 5 video: You can also slow it down, step through frames, reverse it and do other things and its 9.6 times smaller than the original gif. This would be awesome for…
i usually use a tiling bark texture that is 256*512 size or so (tall rectangle like ryno said), since you'll notice the horizontal tiling a lot less than the vertical, and keep my leaves/alphas on a separate sheet since the materials will be split anyway, so no point in keeping the bark and leaves on the same sheet =) .
Looking good for the limited resources you've got to work with. The guy on the left hand side looks like he's lacking something... perhaps a bit more dpeth, a few darker patches and what not in the blood on his chest or something. I know working with the 256 colour textures is a bitch. What does Mundus Vult Decipi mean?
for readability and ball's sake it might be a good idea to cover the front part of his pants with such an orange box as well... check out as well: http://www.ericspitler.com/images/gordon-tf2.jpg http://www.game-artist.net/forums/work-progress/3956-tf2-freeman-6.html…
Here is the first bake, The skull seem very flat even though I have a separate geometry from the blade, a friend suggested that I should extrude it out a bit so I'm going to try that. Sitting on 951 tris so far, and the gryphn was made in Photoshop. Let me know what you guys think!
wtf? billzard took my first, shitty ironforge entry, I hate them! I wrote they should replace it with the newer one! fu! e: there are many good warcraft env entries. The winner ist just strange! btw: http://www.blizzard.de/inblizz/contests/artcontest2006/images/w56.jpg 1024 tris? Must be a joke..
I've created my 2nd lightmap uv's from my 1st all stuff seperate, not overlaping and not flipped. I have also boosted up the resolution for those here to 256. Still getting random pixelated shadows on BSP and static meshes.