Well let's do the math here. Assuming DXT1 as a basic texture format, normal map specific formats might be smaller as they're optimised for unit vectors. http://en.wikipedia.org/wiki/S3_Texture_Compression#DXT1 16 pixels per 64 bits of data. 512x512 / 16 * 64 / 8 = 131072 bytes. Let's add mipmaps. Total comes to about…
Hey everyone! Starting up a new big project, looking forward to creating this one Character Backstory: Cronus Ark grew up in a small town near by a big city both were situated by a large river in the middle of a desert. He spent most of his youth carefree and explored his passion of mechanical engineering, he dreamed of…
Ok making a new post for this. Previously thought the problems might be xnormal, but now beieve it to be a problem with the mesh and I need some help to try and figure out what is wrong. I have a high and low poly of an FN-2000 rifle that I built in max. The low poly has been UV'd and I was attempting to create a normal…
Hi everyone, Since attention spans comes to a premium today, I'll try to write a short thread so let's not waste time! Feel free to write a comment or contact me privately for questions. WHO AM I? I'm a senior software engineer with 10 years of experience (mostly backend) working on a videogame and looking for artistic…