(04-20-2013, 10:07 PM)Rapture Wrote:
Looking at your rock and tree there seems to be some texture stretching/something odd going on.
1)
http://www.uvlayout.com/index.php?option...&Itemid=72
This thing is gold for any "organic" UV mapping, or objects which are harder to UV. 2048 is a format you mainly use for "center-pieces"; characters, important objects etc. But ultimately everything is a judgement call, if it clearly looks better in 2048 go for that - trying to make the normal or spec smaller can be recommended (for example 1024).
2) The normal map is basically shadowing depending on at what angle you look at it. It can give the illusion that an object is smoother/higher poly (from certain angles). If your diffuse texture also has heavy shadowing that might "override" the normal map at certain places (I think?). Texturing wood is superhard - but a good high poly gives a very good boost. Bake out AO and displacement from the Highpoly and use that in the creation of your diffuse. I'm not very good at creating wood - but I could try to share what I know - probably in video format if that would be interesting for you.
I like the hollow log. Good job!