Shamelesly reposted from the What are you working on Not all girls need to be tall and voluptuous... or human for that mater :D 512 Diff and Spec, 1024 Norm. Mostly was practicing face morphs and minimum amount of tris needed for a joint before it looked bad.
all i have to say is keep in mind May is 5'2 she seems a bit tall here, as for one more thing this face you sculpted of her seems very mature considering She is still a young child other then that Good work ^^
What if you include it in your pack as a small (512?) texture so it's obviously not meant to be tiled across large surfaces but can be used for smaller sections? Just a thought. And I'd be fine with a long video. If in doubt you could always do both :)
Ive got a clamped 512 x 256 texture and that shader stretches it so that its square. I guess we can only use square textures here? also it does not auto resize with the screen, not sure what is still missing here.
thanks guys, yeah i defenatly took in what he had to say and what everyone else had to say, everyone kept mistaking that. not everyone is built out of stone aye. texture size is 512 there but i made a 128 texture aswell.
hmm we have in the past used a 512 here or there and it hasnt killed anything, it appeared to display properly too. and we sure as hell didnt have an amazing engine hehe edit: actually I'm being unfair, the engine was ok the tools sucked
For something like the wooden, cupboard(is that what its called?) I would recommend tiling the wood much more heavily. that way you can get much more texel density out of the 512 map. The ceramic vase or pitcher looks nice. :)
this is about 4days worth of work I did last week....he's 1019 polys and has 2 512s...he's modeled and rigged in XSI. I need to finish his texture, i'm gonna get back on him this weekend and finish his armor cause i dislike it :P anyways on to the pics!
Here's something more recent. This was my first attempt at normal mapping. I think it came out alright. Definitely learned a lot from working on it. Final tri count was 2,570 with 1024 - Diffuse and 512 - Spec, Norm & Gloss.
5 Vertex Channels (Black, Alpha, Red, Green, Blue) with Black being the base. Maximum number of textures in a material (DX9) is 15, 12 if you check static mesh as it's only function. Maximum number of instructions (DX9) is 512.