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#41 (permalink) |
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Industry Artist
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The tiling wood on the texture at the bottom 25%ish of the map all looks the same, it looks like a waste right now to be re-using 9 of the same wood side, I would either differentiate at least half of those, or get rid of some and help increase the texel density of some of the larger pieces. It seems like you are trying to pull all of this onto one sheet, but a lot of it seems very tiled. You can achieve greater resolution, less memory usage, and faster load times by creating smaller tiling textures to be reused throughout your model and area. Just some thoughts.. It's looking pretty good so far though.
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| The Following User Says Thank You to X-Convict For This Useful Post: |
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#42 (permalink) |
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Founder of Statspaddling
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Ye, the wood is kind of looking the same all over.. adding too pronounced unique details would make the tiling very obvious though.. however, I am still working on it.. felt like taking a break from the house-texture and move on to some other props for the time being.. The chimney ain't even textured at all so far
![]() As for the using smaller textures ad tiling them.. as far as I know, UT3 works better using few large maps, rather than several small ones. And I think retexturing this one is pretty much out of the question at this point, as the wood could still be improved with the currently used method. Thanks for the C&C though ![]() Just thought I'd throw up a small update here.. as there won't be one for a while. still got some shadowcasting issues. ![]() Cheers!
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Last edited by Tiros; 08-31-2008 at 06:33 PM. |
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#43 (permalink) |
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Game-Artist.net Admin
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Starts to come together nicely. I really like the subtleness in your textures. The unwrap is a bit messy imo, but i wouldn't want to unwrap it myself, looks like hell with all those beams...
I would however baken an AO on a second UV channel, and try to get that in unreal somehow. It doesn't even have to be very detailed, but just some soft shadows here and there would definitely improve the piece... Keep us updated ![]() |
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| The Following User Says Thank You to doylle For This Useful Post: |
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#45 (permalink) | |
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Founder of Statspaddling
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Doylle: Thanks man
![]() Well, about the AO, that's what I've been meaning to do, but the tut you sent me only explained about the in-game shadowmap, which was realy no problem to follow at all.. but actually assigning a map in-game to be set on another UV? I have no idea how to do that really.. Think I'll have to take a look around in the settings and see if I find something about UV-channels for individual maps. /edit: nvm, found the "TexCoord" thingy in the materialeditor ![]() Dennispls: Quote:
![]() Cheers ![]()
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Last edited by Tiros; 09-01-2008 at 06:56 AM. |
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#48 (permalink) |
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Founder of Statspaddling
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Alexander: Thanks mate.. well, about the unwrap.. it wasn't hard really.. just tedious.. as most of my work tends to be
![]() Skidu: Thanks for the comments.. well.. I could post the AO-image.. while actually.. I shouldn't be here infront of the comp at all.. I should be packing.. but it's even worse than unwrapping imo ![]() So, ah well.. I'll throw up that image with the AO and then I'll be off. Back with an update in a sec. /edit: ![]() Cheers!
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Last edited by Tiros; 09-01-2008 at 09:22 AM. |
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#50 (permalink) |
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Game Art Student
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yep indeedsy looking a little week but otherwise good
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> To steal ideas from one person is plagiarism, to steal ideas from many is research. Tutorial - Ambient Occlusion in MAX My Sketchbook Thread Portfolio |
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