Texture Baking for D3.
Posted: Fri Mar 30, 2007 10:22 am
From what I understand, it is commonplace these days to make a high-resolution mesh, lay out the UV coordinates and paint onto the High Resolution UV textures as apposed to the low resolution textures. What exactly is the advantage of doing this?
D3 only allows for 128X128 textures, and I prefer to just split up the model, lay out the UV's for each peice carefully and paint a bunch of 128X128 textures. I find that if I paint them on the mesh I have created directly, instead of making a high resolution mesh, painting on a high resolution texture, and scaling it down, if instead, you create a low poly mesh split it up as I mentioned above, and paint onto each 128X128 texture carefully, you get a bit more detail out of it. But that might just be me too.
Any thoughts?
D3 only allows for 128X128 textures, and I prefer to just split up the model, lay out the UV's for each peice carefully and paint a bunch of 128X128 textures. I find that if I paint them on the mesh I have created directly, instead of making a high resolution mesh, painting on a high resolution texture, and scaling it down, if instead, you create a low poly mesh split it up as I mentioned above, and paint onto each 128X128 texture carefully, you get a bit more detail out of it. But that might just be me too.
Any thoughts?