Hi everyone, I'm finishing off this piece. Any critiques or suggestions would be appreciated. 26,000 tris 2k diffuse, normal & spec map 1k/512 mipmaps Zbrush, Maya, 3D coat, Mari Rendered in Marmoset & UDK Fully Rigged for animation
I cant seem to figure out why my cubemap looks so bad. my cubmap rez is 2048 on a 512 diffuse map. the funny thing is that on other diffuse textures of the same size it looks perfect. Thanks
Does anyone know the average texture size for cube maps(per face) in current generation console games??? ie. I hear rumblings of 512 sq. each face. edit: I meant for Skyboxes....
Got all my assets now spread over several 2k sheets, currently finished my tileables (512 size) and now texturing assets while getting my grips with 3dcoat!
I would suggest working in 512^2.. imo it's really difficult to hand-paint a 1024^2 and make it look good.. so maybe not the best startingpoint but that's maybe only my opinion..
Thanks for the link I'll watch that and see if I've missed anything. It does have auto generated lightmap uvs though and resolution is at 512, its almost like its ignoring them though?
I've been testing out how to make the uv maps more 3 dimentional but its tough but painting over the seams tends to help Bunny= 582 poly Ogre = 460 poly
there is a definite difference in the smoothness of transition between the sensitivity of the 512 and 1024, I've used both. I've found sometimes the graphires had a bit of jumpyness in size steps and the intuos was always smoother in transition.
semi official news http://ve3d.ign.com/articles/732/732670p1.html $250 for the system and launches on november 19th. more solid info should be coming soon from nintendo's press conference
Yah, my point being was that the 512x512 seems very large for a simple prop. The entire fountain could probably be done on a single 512x512 rather than individual 512's for each piece.