
I'd use a 128*128 for that if it has a good uvmap. I suggest you try to improve the map and then retexture it on a 128*128.
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Thanks, I'll try to put everything I've learned and what you said into the next vehicle I try to texture.KaiserJ wrote: for the windscreens i personally would use either pure black or a dark "oilslick" sort of texture, and then use the reflectivity channel to color the windscreen completely white; this will make it reflect the color of the sky and appear more natural.
when there is an exterior angle, give it a bit of extra brightness to indicate the dimensions and shape of the model
It is all good man, We all have our weaknesses, for what it's worth, I thinking your vehicles are tight!bobthedinosaur wrote:And yes, smoth. I'm not very good with the man textures, but I will be adding more details in later drafts.
The best answer I can give is, "sometimes yes". And I can't say I've been following that advice much- usually I just cut through things and eat the texture space, it's faster.so i should be cutting precisely instead of craming objects through each other in quantum fluke?
More like, "inspired by something that was inspired by Macross" hehe. Still damn cool. Nice model.Any ways, guess what SNES game this one is inspired from....