512x512 isn't bad for your portfolio, as you want to show off your texturing skills. But depending on the game the amount of texture space you should use for that varies wildly. If it was a player-held prop, like say a third person game where you can beat people with it or throw it, 512x512 would be okay. If it's just…
SCUMMVM on the DS? How does that handle the resolution difference? My PDA has a 320x240 screen so that works but the DS is something like 256x192, right?
Ok more research (or more the lack of a good central source) What about this one? http://www.prgr.com/product_lcd2008w.htm 20.1" widescreen. .8ms response. .25dp. Users say its super bright (not many reviews though on newegg positive or negative). Widescreen, so I may still be screwed but I realized that a 19" wont cut it…
They're posted in a few different market places. It's really just a patience game. People are only wanting to be cheap and low ball designers for their work, and are only willing to pay $100 or less for a design like these, which isn't even close to enough. Honestly, my asking price for full rights is really low...I…
Here's the first pass ao bake. I had to go with xnormal as maya's native ao transfer maps is still broken in 2011. Can't believe they still haven't fixed that, they still don't support spread, and orthogonal reflection is disabled and there is no option to enable it so depending on the camera you are in the bake will look…
Try running the optimize scene tool (in the file menu). It managed to find the (literally) 250,000 odd animation nodes that mysteriously hid themselves within one of the character model files someone was working on at Tantalus. Perhaps it can track down this invisible error causing node that you've got and kill it.
Then I wouldn't suggest a 17" That would be a PITA to carry around all day at school. You get better deals with the ATI cards and DX11 support. However you dont get the CUDA support of Nvidia. Here are some ideas (and you dont have to buy here, just examples). If you swallow the pill of ATI:…
They look pretty good. IB and Ott bring up some good points I would follow their advice and modify the models accordingly. After that the next big hurdle is getting them unwrapped in a fast, clean, optimized way. The counts could be considered fine if most of those polys contributed to detail or helped you create optimized…
Soul as you seem to be the main advocator here. Answer me this: Have you actually used both methods exstensively in production and weighted the pros and cons of each? Even with your example mesh in the other thread, you say how can someone make a 1024 look good if you cant make a 128 look good. Well if you take your own…
256 for things that need to look like they are reflecting the world so they will have a cube map created from inside the level. Some where generic enough that it could work for most if not all situations. 128 For general things like metal and stuff that just needs that little bit of reflectivity but dosnt need to reflect…