4096x4096 is way overkill for this. There goes the texture budget for the whole level. Vehicles nowadays use 1024x (or a couple 512 sets) since you'd be using three of them... diffuse, spec, normal. Modular approach will save you tons of texture space.
http://s18.postimg.org/kt3cf4fnt/problem.jpg please help me m stuck trien uninstalling n installing tried 5.2 and 6.0 ddo on windows 7 and 8.1 ddomarmoset.exe 64 bit not opening individually 32 bit work fine
Would TF2 run on a 1ghz/512 ram/gf FX 5400 ??? Hahaha I won't even bother downloading if I can't. I want to play at home, but man, I REALLY don't want to spend money on a new PC.
His SciFi hallway is breathtaking, made from one 256 X 512 texture. Also for the future of web based HTML5 these techniques are supper relevant. http://www.polycount.com/forum/showthread.php?t=89682 [vv]35470093[/vv]
Last year someone made some photo real CG render of a "new graphics card" and it spread through tech sights sooo fast. http://forums.cgsociety.org/showthread.php?f=132&t=748659&highlight=video+card
Bandit rags outfit 01 and beard 01 for starving bandit base mesh. Textures take up 1/4 of a 2k map, so that's about 512? Beard is in separate material that will hold all of the hair/beard variations.
Good luck buying Google stock. You're a bit late on that train, hehe. They go for about $530/share right now. Best time to have bought in Google was Sept 3, 2004, where it traded at $100/share :)
I am having trouble getting Lightmass to create Lightmaps without blotches and stains. Even on 512 or 1024 for each window and on production quality. Is Lightmass supposed to produce so many artifacts? If I look at the generated SimpleLightmap texture and the DirectionalMaxComponent texture? Anyone have some tips?
I've tried world machine, but 512 res is too low L3DT is doing okay, but I can't get decent textures and masks To be honest, I can't imagine terrain workflow without flow map from WM, it makes everything shiny Any help?