also wouldn't how close the camera can get to the action play a factor in the texture size? Vassago's recommendations sound about right. about 512 if you're going warhammer style, maybe 128 if you're doing something similar to total annilhation or warcraft 3
This Asset Pack features detailed realistic and modular Lamp Assets for usage in game, archviz and cinematic rendering. The mix between modern and whimsy designs permits versitile use for any kind of project. Modularity is simplified by using Component Meshes. Just copy-paste the Component Meshes from the Overview Level…
I know how to make a modular environment but for this particular case I don't know how to make a tileable piece which maintain the same texel density as the others because the uv are becoming really tiny at 128 px/m so I can fill all the space of the UV shell.
[ame=" https://www.youtube.com/watch?v=_f4eGQ9MIWM"]Genso Suikoden II - Opening Movie - YouTube[/ame] suikoden 2 i was blown away by the depth of this game, the story, multiple endings, you own a castle that gets bigger everytime you recruit new members ( up to 108 unique characters !).
In 1.8 there was a drop down box during the material creation set up that let me pick and choose my base masks (albedo, roughness etc). Has this been removed from 2.0? I didn't jump on for long but didn't see any obvious way to choose my masks! Thanks!
yeah, its tough in that sense... you basically have to use your judgement. If you put a 256 plane in unreal, that should take up your entire 1024. And extrapolate from that. If your uv shell takes up 128 units across, it should be 512 pixels wide on your map.
Another option is to use polarized 3D glasses, with a compatible LCD monitor. I don't know how this technology stacks up against shutter glasses, but it might be worth a look, if you need a new monitor anyhow. eg: http://www.newegg.com/Product/Product.aspx?Item=N82E16824118001&Tpk=24-118
might i suggest some variation on the textures. how come you have used 128* textures by the way? if you didnt want to bump out the texture count, a trick i like to use is tohave some vertex colour in areas just add some hues in there and randomise it up a bit.
You can find it on the UDN I believe. Basically 1 Maya unit = 1 Unreal unit Height from normal floor to roof is 128 units I don't think there's any real equivalent inches/feet ratio but I guess you can make your own estimation.
For me the rendering is not slower at all. :) And i dont know, its pretty fast to begin with, I almost never render anything that takes longer than five minutes though : D Sometimes 10-20 if i go with 128 AA or so when rendering DOF.