You could definitely make your texture a lot smaller. You could probably get it down to a 128/256, especially seeming as it is so low poly. I really like your colour choice though, nice stuff!
yea the polycount seems to high for 128 anyway if u ask me.. not sure about the crotch folds there. nice block out what so ever. might have to tone down some of the folds on the pants ... overall nice tho
lolz always the case. This was my first crack at true low poly work and 128 texture painting, figured it would be fun to see what all you guys can do to improve on it or mess with it Hope y'all have fun with it
Thanks for anwer. So I understant in next path you going to fix this problem. But for now can I load this 8k project ( done in 1.8 ) in old 1.7 version to quality export of marmoset2 preset?
hahah yeah. How much you want to bet the Two Skeletons in the Cave are Bernard and Rose? I am thinking that number 108 on the Lighthouse Dial was either Widmore, like some of you said, or Desmond.
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.
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.
195.blah FPS. My AthlonXP 1.8 didn't bottleneck this one too much so my GeForce 6800 had a decent performance. Compare this to the 2 FPS I get with Nvidia's Nalu demo...
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......
Stirling and Diamond - thx!!!1!1138 1498 triangles so far. Whatever i'll wind up with in the end i'll stick with it, but i'm not going more than 5000. I need to edgeloop the forearm more.