Highpoly base in Blender, sculpted in ZBrush, retopologized and unwrapped in Blender, normals in xNormal, AO in Blender. Rendered in Blender's Game Engine.
2048x2048 textures for something like this is insane, though... I mean it's fine for practise and showing off, but you'd never get that resolution in a current-gen game
2048x2048 textures for something like this is insane, though... I mean it's fine for practise and showing off, but you'd never get that resolution in a current-gen game
It's 2048x1024, not 2048x2048. And it's like you said - it's for showing off :poly124: For a game I would restrict myself to a lower res.
Sorry, mis-read that. Still very big - then again, it's always nice to work high-res since it's easy to down-size if needed. Can't really go the other way
Still looks gorgeous to me, man. With bilinear filtering on the diffuse you'd get a less aliased look and still be a work of art. Really good job, and your wires have taught me a lot. Thanks.
Still looks gorgeous to me, man. With bilinear filtering on the diffuse you'd get a less aliased look and still be a work of art. Really good job, and your wires have taught me a lot. Thanks.
Wow, I never thought that showing my wires will help someone, feels good.
Replies
here you go link
2048x2048 textures for something like this is insane, though... I mean it's fine for practise and showing off, but you'd never get that resolution in a current-gen game
It's 2048x1024, not 2048x2048. And it's like you said - it's for showing off :poly124: For a game I would restrict myself to a lower res.
Nice rock OP
Wow, I never thought that showing my wires will help someone, feels good.