![]() Unreasonable: Textures are capped at 4096×4096 with high quality compression.High: Textures are capped at 2048×2048 with medium quality compression.Low: Textures are capped at 1024×1024 with low quality compression.The texture quality options in the export dialog determine compression and resolution, with the following maximums: Texture content is converted to a standard shading model, which is why you will see your textures displayed as reflectivity and gloss even if they were authored as metalness and roughness. I also changed the camera FOV to 30.įinally, it’s all set up and good to go.On export, your scene content is compressed to minimize the file size. It has neutral colors and doesn’t contrast as much, which I like. Usually, I use Studio Tomoco as my environment map but I found an amazing alternative on Polyhaven called Brown Photostudio 02. I made sure to disable ambient occlusion for the glass parts and also the battery since it’ll be removed during the reload animation.Īfter baking I proceeded to set everything up in Painter. Luckily I faced only minor issues which were easily solved by using the Paint Skew tool or correcting the size of the cage. Now I can apply two 4K materials for maximum quality.įor baking, I used Marmoset Toolbag 4. ![]() UVPackmaster has some useful tools to help with this!įinally, I divided all of the parts into two UV sets while maintaining relative texel density, which took some trial and error. I also overlapped identical islands to save UV space and moved them to adjacent tiles to prevent baking issues. I then increased the resolution of the islands that are close to the first-person camera and decreased the resolution of those that are mostly obscured or rarely seen (e.g. Before packing, I set the texel density so that all UV islands have the same resolution.
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