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Old 03-03-2013, 11:55 AM   #16
andreygheorghe
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I think I will manage it,the whole block is made from one 256 for the panels,and 2 128 for windows until now...Of course,I need to add some concrete,some bricks and others,but they can be used elswhere on other geo.I've only used like 1/3 from my texture space...
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Last edited by andreygheorghe; 03-03-2013 at 02:59 PM.. Reason: update
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Old 03-03-2013, 01:25 PM   #17
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cool looking good...waiting for final work mate
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Old 06-03-2013, 01:39 PM   #18
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little update
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Old 06-03-2013, 05:21 PM   #19
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I know it's an early work, but this is kind of showing the problem with the texture space already as it looks very low detail already. I would seriously consider adding some more polygons to the model to break it up some more so that you can be more creative with the texture map and get more detail out of it
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Old 06-03-2013, 06:25 PM   #20
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I'm not so worried about,since this building will be like 40% visible from camera for final render.Adding another polys it's not an option,since I'm at 10k,and I want to add some foliage,and others(bricks,some wood pieces).The most visible area is the ground level(including asphalt)...so,if I have to add some details there is the place.
And,ultimately,I'm counting on UDK fantastic material ed,specially on vertex paint.Anyway,after I'll apply the normal map,I hope the flatness of texture it will be somehow masked....
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Old 14-03-2013, 09:43 AM   #21
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some foliage test
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Old 14-03-2013, 02:53 PM   #22
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looking good but you have some repetition going on there. Give it a tweek.
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Old 14-03-2013, 04:55 PM   #23
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It's only a test to show my 3 types of foliage/grass.They will be imported into UDK and scattered more proper,with size variations,rotations....
Hmm,I also think it looks good,if you keep in mind it has less than 256 *256 maps(probably 180*180 pixels).
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Old 15-03-2013, 11:55 AM   #24
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car textured
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Old 21-03-2013, 01:14 PM   #25
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no spec & normal
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Old 24-03-2013, 01:50 PM   #26
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that's it, more or less the final shot.Maybe some color correction,some light tweaks,will see...
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