Hello Polycount, so i was gathering some reference photos for my project, and I'd like to share them here. There are around 140 photos of slavic architecture, villages, interior, and props. Here's the link to the gallery http://imgur.com/a/sYdnt#0
If you are texturing for mobile games (128 texture), do you need to leave space along the texture borders in order to avoid texture bleed? Or can you maximize your space and use every pixel?
lol, i wrote "^this guy^" with arrows pointing to a link TO my reference. in no way was i being rude :P and to be specific who "this guy" is, his screen name is: jonas-144. he has freaking great work.
Nope not 200m just 200 generic units, helps a lot with unreal / unity workflow while being on grid like 128 generic units in max can be 1.28cm or 1.28m depending on your final unit choice.
Partly, but not fully. While it is true that the importer requires very lowres textures (128*256 in the case of a Pudge head piece), there are obviously other problems here, as shown by the faceted look you are getting in the portrait preview screen.
You answered your own question. You can see the difference, without even seeing wires. So surely its worth it? Some guns in Killzone reach 14K. Nice asset, and nice idea on the presentation!
I had this problem in 1.6 too and hoped the 1.7 will fix it. I try it reinstall many times but nothing changed. I tried it install with UAC off but same problem. Update 1.8 doesn't helped me.
hey im not to sure what u mean by a grid system. Anyway u could explain that? also these arent actual sizes. the appl is 128 i think and wall is 512. Just was getting them on one page.
Black Mesa (went looking on steam, been dying to play it but 20gig is just too big for my old 128 SSD : / though did chance upon this screenshot already pinned to the store page)
Makes me wonder if this will work with Modo Steam Edition... Because that's only $149 for those who don't yet have Modo! I'm not sure if Steam Edition is a full version though :P