What interesting texture sizes (I think that is what the arrowhead symbolises yes?) Why not go for the time tested and computational optimized 512, 1024 and 2048?
I complete the texturing, a few hours over it and it will be done, here is my WIP, C&C's are welcome ^^ A 512 and a 1024 map are used for the whole model
Hi ! My Unreal 5.2 crash, crash and crash. I don't know why because before it's work ! It's like the system is not stable. I have executed Regedit, did the traditonal "uninstall/re-install" Unreal 5.3 and 5.2... I don't know what to do next T_T Thank you
The studio is making an isometric/dimertic game (my first iso) and was wondering if anybody has some experience with this. The image is actually 3 different states of an object. So, 512/3 = 170.666666666. Is it ok to make the cells 170? Oh, the engine were using is Torque2D in case it matters.
Hi guys, I finished this game-ready backpack as part of a larger project (wizard/traveler character) that I am working on and want to share it with you. 1x4k texture set for the whole backpack and accessories + 1x 512 set for moths. Software which I used: Marmoset Toolbag 4 - bakes, textures and presentation Zbrush -…
I haven't used Unity's terrain system, but in UDK they force you to use a height map that has the same number of pixels across, that the landscape mesh has in vertices. So if the landscape mesh is 512 vertices across, the map has to be 512 pixels across. Also UDK requires the height map to be 16 bits per pixel (not 8 bpp,…
You could save some polys by making the wings/flippers 2d or even alpha mapped if you wanted to be really frugal. I'd doubt at the (presumably) DS res, you'd ever notice the difference. If you smash a 512 by 512 texture down to 128 you're going to lose every scerick of detail and wind up with a big mush mess. Paint it at…