I bought this from Best Buy for 255... That was, after getting the manager to lower it to 269 then using 2 miscellaneous gift cards on it bring it down to 255 after tax. http://www.newegg.com/Product/Product.aspx?Item=N82E16824001380&Tpk=xl2370 I like it... The whites are way whiter than my old monitor and the blacks are…
You can get HD texture packs already; http://minecraftworld.wordpress.com/2011/03/15/lbs-photo-realistic-minecraft-hd-texture-pack-64-x-64-129-x-128-256-x-256/ If it runs that badly id probably think about scaling it down to 64x64 as it'd be better if more people could use it. Personally i've not tried out a HD…
we here at shin'en have reflection mapping in our engine. it's a "hack" so you need your programmers to implement this as a feature. i wouldn't recommend thinking in higher then 256*256 texture sheets(=64k). you have to squeeze eveerything in your 512k budget, including fonts, hud, etc.. and if you use both screens for 3d…
Well magic number is 160, 192 (add 32 or 64 on top of 128) or just go with 256 high walls and fill the area with trims, pipes , natural coverage etc to make ur environment look bulky or fill :D . even without that 256 is ok for average envirnonment you can go as high as you require.
ok so im doing a render to texture, im rendering out a 256x256 as a test. the scnece is all on the grid. the initial size of the brick wall is 256 aswell, with extra bricks round edges for AO. when i render to a 256 plane, the render has a border all the way round. do you know what this is? (3dmax)
Vig, on a scale of 1-10, how absolutely crucial would you call the SSD upgrade? More than $250 for less than 250 gigs just seems really steep. Are we talking just "nice, noticeable performance increase", or full blown "Oh-dear-God-hang-on-to-something-what-have-I-unleashed"?
hi and thanks for reply ... did a third one ... and a screen under blitz(teh engine we used for this game ) and the 256*256 texture thanks for looking [email="POr@szek...I"]POr@szek...I[/email] don't get what you mean by using alpha for detaisl that such of things..any link somewhere who explain that ?
hey nice find! I ll take a guess and say its about 1000-1300 triangles with a 256 diffuse and a 512 normal map. This unit is reusing alot of the same crack patterns for the skin so it could be also be a 256 normal map if the engine support multi UV channels, but then again 256x256 is very, very small.
Just did these over night for CGTalks micro game art challenge. Ran short on time before I got a chance to really work on the sword. For portfolio purposes Id like to push the textures futher, so any C&C is appreciated. HeMan: 576 tris, 256*256 texture Orko: 354 tris, 128*128 texture Sword: 70 tris, 64*128 texture
Hi. I am still a bit confused of how I should author my textures. I want to do some simple walls first and the more conservative way would be to make them for example 256 uu / 256 cm and put a 2048 on them, right? This is all power of 2. Now in Unreal the grid snapping is 1, 5, 10, 50 and so on which is not. Does it mean…