With the new release and wanting to make a current gen (ps4/xbone) character and weapons with texture sizes correct... I dont want to undershoot or overshoot on texture sizes.. Ive heard rumours some of the main characters are aroun 100000 polys which im taking as tri's, but to texture sizes theres nothing i can find as…
As in the scene scale is too big or too small? In max 1 unit = 1 unreal unit and think the same is true for unity and most other engines. The only way to screw that up is to make things too big or too small, or muck around with the unit setup.... If you're talking about the actual scale of the object has gone wonky you can…
I never implied game usage. You can use textures for still images, product renderings, archviz, movies etc. It was exagerrated but it clearly depends on what you are planning to do. Also my examples were not the point. Generalizing things like "Nobody needs 4k textures" and "We may need 4k textures in 4 years with VR" is…
tac0m good question. i also was a bit curious about that so i check out how guns in Deus Ex Human Revolution are textured. it seems that the silencer is textured on a different texture than the gun. u see the textures here : u can check out textures used in game using TexMod (its free). i think it helps a lot to study and…
To be fair though, those old processors has got the job done pretty fine, it's always been about fuel and propulsion, the cost required to launch something into space. Have a more powerful computer (which isn't as easy as slapping any new computer into the craft), would not improve that situation at all. New satellites are…
Thanks for the suggestion. However I have no problem using the single 32K*32K texture on the mesh modell. I have turned the display resolution to 200000, for both baked, texture maps, and viewport background, and the computer shows a quite crisp image in the viewport. (the computer is extremely fast) My problem is that…
Sounds like that's getting in your way to create good art. Being off by .000003 is not going to show. Also, if you're using the quad views you're not just restricted to the xz grid, you'll have xy and zy as well. You should also be able to set a custom grid per viewport. It sounds like you're trapping yourself with this…
Just an update about the project these props were intended for (Cartel): - It currently has a website, but all of the information hasn't been uploaded yet as of this time of post. http://www.cartelgame.net/ - It is now available on FilePlanet and is also submitted to the Make Something Unreal contest under the categories…
pretty cool, a few suggestions, since im a game programmer myself. a) you should make the player ship spin a little when it goes left and right b) you are wasting that content with that view! you should have a special zoom through mode from afterburner view :) that would be cool. c) the enemy ship animation is a little…