Your specs are well above the ideal specs for SD, you should be fine. I would indeed recommend sending us an email so we can upgrade you to 5.0 and see if it solves the performance issue.
You should ask this in the technical talk thread.Anyway its depending on the game specs.for a low/medium spec game, one piece is far enough.For a higher spec game, you can use little planes for the chains.
Heh, dumpsters are a boring prop, but this is one of the best ones I've seen. Not liking the way you showed the textures though, I'd like to see the spec and normal maps. Maybe add a little more variation in the spec?
Definately TRY turning down the spec of the coat but you may not be able to do it enough after this new retarded update by valve... just about everything that used to have any spec at all is like a mirror now.
Alright, update. I sharpened up the edges and I think it's already looking a lot better. I need to do the noise pass now. Any additional crits are always welcome. High spec render: Low Spec Render:
Thanks. Most of the work is in the spec. There is also a gloss map doing a few things- particularly a subtle brushed base texture on the cockpit metals. Here is what the texture sheet looks like- Diffuse is the top left, spec is the bottom right:
Your spec is much more important then your diffuse here. Make sure that you are creating them at the same time. Your diffuse details will be relatively light on the wear and tear. Alot of your detail will just be unique to your spec.
Really nice face. As mentioned, the clothing looks too much like plastic. Tighten up the spec/gloss. I'm really thinking just changing the spec colour in the blue areas to a lighter blue would go a long way.
2048x2048 is max, no normals can be added, wear and spec is changed in the game itself, open console and write "workshop_workbench" there you will be able to change the wear and specs. note, to adapt the wear you should also work on the alpha channel in photoshop.
Skin textures are not working together, normal, spec and diffuse don't compliement each other. Spec level is to high. The rib cage hanging out of the chest armor looks odd. Sternocleidomastoids are to far apart at the clavical. http://www.fitnationpt.com/anatomy.gif