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#2 (permalink) |
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Administrator
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The obj was exported from max with Maya settings so hopefully there won't be any issues with it. If any kinds souls want to export it to more formats they are more than welcome.
Feel free to create high poly meshes and bake normalmaps from them, rearrange the uvs or delete polys that you think are unecessary. I look forward to see what you all come up with ![]() |
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#4 (permalink) |
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Administrator
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Welcome, and no, they don't have to be. I've unwrapped them separately but if you want you can combine them. The total size of your textures should be less or equal to one 2048 texture for your diffuse textures, one 2048 for your normalmaps etc etc. So you could use a tiling 256x256 texture for the ground, a 512x256 for the towel etc.
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#6 (permalink) |
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Frequenter
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I think I might give this one a go,
I assume rendering the screenshot in the UDK is ok? also If I use cubemaps for realtime reflections will they have to be accounted for in the texture budget? Cheers
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#9 (permalink) |
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Administrator
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UDK is fine since it's realtime. Rendering means using Scanline, mentalray, vray etc to produce your image. It's supposed to be realtime after all.
If you look at the rules, it says skyboxes are optional, you can treat cubemaps the same since if you could in theory use a skybox as a cubemap ![]() Trucpt: You can change the uvs and the layout of the scene. No renders means you have to take a screenshot from a 3d package or a game engine to present your final result. Just to make sure everyone sees this: You can change the uvs and the layout of the scene if you want |
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