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.
Oh wow. Following a couple of links leads to: http://www.neogaf.com/forum/showpost.php?p=84311677&postcount=535 HL3 and L4D3 seem to be underway. Anyone recognise any Polycounters in this list? I've seen a couple, I think.
Ei! looks great! i just have one sugestion, not sure if with 512 texture would look nice but i would try to detail a little bit more the hands, other than that i love it!
Some time ago I had to do an Arttest for Gameloft. The specs were 5k triangles and 1024² diffuse/normal/specular. But like poopipe said a 3k 512² maps character is probably a good estimate
Or even 512 for buildings, worked fine for me ( thanks ^^ ) Nice portfolio man, i really like Rust. I really like how you organized yourself. I must do the same... hehe :)
yeh eq i payed $270 CND for 2 gigs of ram .. and i thought that was pretty reasonable .. just a few years ago a 512 dimm would set you back close to $100 CND
This post is silly. Sama, i'm a fan, it looks like your painting has improved, so some more higher res stuff, like 512s or something, i need to pad my inspiration folder.
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.
I like the specs of the ASUS Transformer Pad Infinity better, but wondering opinions by others. IPad has the highest display resolution but far as I know pressure level is still at...what 512? http://youtu.be/yhp9it10YHc
heres some work im doing on a project at the mo, it about 900 tris ( cant remember tri count, but deff 620 vertexs) with a 512* map. at the point of getting the underlying material right befor i do some paint jobs for them. C&C please,