I did this for one of my students as a 256 x 256 diffuse texture exercise and couldn't resist doing some animation for this Chibi Black Canary. Don't forget to press play! model
Guys I was thinking to make an ice shard/icicle for tiny, but since tiny's weapon is huge and it's got only 256*256 texture resolution, I really don't know how to enhance this further, or do you think it's good the way it is? and Thanks :)
I'm using Max 2012 with Xoliul shader and I can't seem to get rid of these edges to sharpen up in the viewport. original Texture is 256 x 256 . I have the Direct3D 9 shader configured to match texture size as close as possible. Does anyone have any way to fix this?
Even a 1k map can store a lot of polygons, but yeah, some shapes would degrade a lot. I would say this depends, but probably somewhere under 256 or so. The rock in my example is fine using 256, but thats a very simple mesh.
Thanks for your answer! With uncheck two-sided option almost nothing has changed, still dark. 256 ray count? how? I nave many various noise with 256 ray count, and still have some noise with around 1000 rays.
you should hook your gloss into the alpha channel of a linear interpolate node, with a low value of 8 and a high value of 256. your node should look like this: a: 8 (constant) b: 256 (constant) alpha : glossmap plug that into your spec power.
lol dunno why i got my dollar vs pound reversed.. at any rate, it wont exceed 250$ so I call humbug on that mag... and yet I'd gladly pay 250$ or 150£ - and the DVD thing afaik they havent revealed if it will support it or not?
Vistaprint, 250 full color cards for free! (5 dollars shipping, and optional 5 dollar purchase of 250 more for a total of 500 for 10 bux) You can download a template and design your own, and I liked the quality of the ones I got.