I noticed some textures are very high resultion but blury and I did find out using power of 1 or so (square image is better for the uv layout.
now I have 3 questions and maybe someone can point me in the right direction?
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I am not sure if I should be using 3point lighting over an area close to camera when using hdr enviroment lighting becuase…
I heard a sun lamp helps bring out the bump map compared to a flat light?plane. -
is using one image say like a wood texture for furniture it seems better quality compared to using a image texture that has various planks of wood. or maybe I am not using my pixel density so I started using in the uv editor snap to pixel and constraint to image bounds to use up the whole image in the uv editor.
when doing this is it also better to make a new image uv layout like pic (below) to get the picture dimensions than using the regular uv editor to use up the whole pixel density and also, learn baking for light, ambient occlusion and so on to help textures and memory on rendering and any normal maps I do from high poly to low poly mesh? ? or maybe I should learn using the grid texture to make sure my grid squares are even in size and clarity?
- and last one is pictures I guess that are bigger than 8 bit say 32 bit is better for composting so will composting doing color grade and texture node for rgb and clarity , should that help with final renders of a scene?
I haven’t learned yet composting or render layers so maybe this could be why I am not happy with my textures just using crazy-bump for my maps and a hdr enviroment light, so maybe these will help?