I'll add a little more to this 128x128 on the 360 stuff: If your engine uses interleaving and you're mipmapping all your textures, anything smaller than 128 is most likely going to take up 0KB after interleaving anyway.
Dunno if they allow hot linking. but the crysis shots look jaw dropping: http://i.i.com.com/cnet.g2/images/2006/127/931665_20060508_screen008.jpg Did'nt attend, but thought you guys should see this withotu me opening a new thread.
about to start unwrapping and something occurred to me...unwrapping an environment for engine/UDK...I should treat every mesh as it's own individual asset right??? meaning I should unwrap the full 1,1 space and assign a 128 or 512 instead of trying to put it all on one 2k map right??? Choice A in the attached pic?
Allright, I finished that character. 12k triangles, 2x (body+hair) 4k diff + spec + nor. Made with Blender and Photoshop. Fully rigged (including face). Has a lot of bugs, but hey - it's my first character. Next one will be better for sure. :) Oh, also I named her Ginger Jane.
just a quick random art test that i used to mak a "nextgen" scene. I dont really concider it "next gen" because its still low poly as hell and only using a 512 for most all of it and two 64s and a 128 for the glow crap. id post the textures but they are nothing really special.
is it? let me check nope should be there http://www.polycount.com/forum/showpost.php?p=2119996&postcount=122 i had all of the data on the server removed a few weeks back, but all small files (images) should be back up and i can see them
Thanks for the tips guys, I made a quick search here and for example yasuo has about 10K tris, and as you sad "Howling Carnage" if Vi and Lucian has about 12k tris I'm not too far from that! Now its texture time! :D
Even if you don't go with Vimeo their compression guidelines could be useful. Also if your demo reel is mainly art with just some background music, you can probably drop the bit rate on the audio to something like 128 kbps without any issues.
Combining normalmaps: Open one of them. Copy the other one into a layer above the first and set it to overlay. Use Levels and set the blue channel output for that layer from 0-255 to 0-127. Merge down. Use the NVidia normalmap tools with "normalize only".
found the problem, when using "Active Range" he was getting 1f instead of just 1 so it resulted in a integer convertion of 116 anyway i updated the script so this shouldn't be a problem any more :) tnx again for taking the time