Setting the "Maximum Texture Resolution" to "Custom" in the viewport render settings, and reducing the max resolution to something low (128-ish) worked for me. Seems to be a video card memory issue (i'm on an old Mac).
I also thought the lax security was a little odd, but then I figured that the group was well within the sights of any security hidden from sight. I still have to read 119 through 123.
Here's a couple more. I did these on a Celeron 1.7 with 128 MB of RAM on an ancient 21" monitor, in Open Canvas and Photoshop 7. It was a bitch. Oh and thanks for the wonderful discussion on Bonobos. Ya A-holes!
I can write out something longer if those links aren't enough info, but you'd probably end up with something like. Intel i5, 16GB Ram 128/256SSD + 1TB HDD 770GTX
It's never wise to work on such huge textures and then scaled them down to 128 or 256. They will look horrible, lazy and lose lots of detail. It's always good to start the texture in the final resolution for such low poly stuff imo.
yeah you dont want to use a resolution like that, the video card will size it down to 1024x512. you need to use textures in powers of 2, ie: 64, 128, 256, 512, 1024, 2048, 4096......
My compy is pretty old too: p4 1.8ghz 512mb ram geforce fx5200 and the almighty sound card: creative vibra 128 So, I'm hopefully completing my new computer next week.
gawd, they shouldn't be bad looking. They ARE low res--- that shotgun is like.. 128 X 64 .. or something?? i can't remember. it might be on a 256. im sure it would have to be, come to think of it. 256X128 i'm sure. thanks.
128 sprites per screen. The sprites can render in front of your 3D scene, or behind it. http://www.google.com/search?hl=en&safe=off&hs=wob&q="ds+sprite+limit"&btnG=Search
Awesome, thanks for the quick fix. Default was 128. 512 was sufficient for me to get clean results, but holy hell the render times went through the roof. Starting to wish I bought an i7 when I built this rig.