http://www.readingfestival.com/#lineup Am I the only person that thinks that £175 for a weekend camping ticket, to see those bands, is just a wee bit of a rip off? Yeah, theres a couple of bands up there that would be interesting to see, but £175? Lordy me.
No way you should never use anything bigger than a 128, because people who cant put a lot of detail into a 128 clearly dont have any tallent whatsoever.
Discoloration is fine, but your average color should be close to that normal map 128 128 255. Should look more like this for a boxy asset, http://3.bp.blogspot.com/-2Z35mw4QhXA/URpHAR-I7cI/AAAAAAAAAJE/1cQi1ApRU9w/s400/Normal_Map_bump.jpg
Push it lower until you are unhappy with the results :) 128 x 128 is a little high for a staircase unless there is a nice shadow cut running over the object ... but then again if you are just going to a beauty shot it is probably ok. Nice work!
Ok so . I went ahead and rolled it back to 1.7. I didnt download 1.8. and its working. I'm not completely sure thats the issue, but i'm going to attempt to ugprade to 1.8, and try now.
I tried to break it up on the side. It's a little 128*128 piece of broken wall texture. Doesn't really show i guess. But a vine i'ts a good idea, had some thoughts about it before..
So programing and illnes has been eating up my time, which means that I've had little time to do much art. But heres a low poly face texturing practice inspired by weisheng. tris = 22 pixels = 128*128
Hey, I re-sized the maps to 512 by 512 for the car and 128 by 128 for the wheels and damn you were right, not much loss in detail from a distance. Though we can see the pixelation if we go really close... Here's a few renders...
Your best bet is to use the offset tool in Photoshop set to 50% of the size of your texture, 64*64 if your texture is 128*128 for example. This will move the outer edges of the texture into the middle, so it's easy to see where you've got seam problems.