Alright, based on the mail you sent me, I'm thinking you're interested in DS development. When working out the specs for a character for a DS game you'll need to consider the same factors as any other game - how big it'll be on screen, how many other objects are likely to be on screen etc. This is coevered in the "How many…
wow awesome work Snefer I got a question for you is it safe to say that your texture is size pixel by poly meaning that a 128 by 512 texture is attached to a 128 by 512 poly mesh?
agreed. Which is why you are maybe having to look at it an extreme angle to see the reflections. A flat normal map color is 128, 128, 255. Could you display your normal for us?
Hey all, made a fictional golf course environment to test new features of Unity HDRP terrain and lighting. Whole environment from blockout to final is done in 18 hours, used Unity Essentials and free assets. Most time spent on Unity forums figuring out warnings and errors related to terrain, hdrp shaders and art directing…
I sent Sony an email asking about the PS3 specs. They replied: Hi Sam, Thank you for writing us. The technical specifications for the PLAYSTATION(R)3 computer entertainment system have been released at a press conference in Los Angeles, California, in May of 2006. You can view the specifications of the PLAYSTATION(R)3…
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