also wouldn't how close the camera can get to the action play a factor in the texture size? Vassago's recommendations sound about right. about 512 if you're going warhammer style, maybe 128 if you're doing something similar to total annilhation or warcraft 3
This is an art test that I did for Bekho Team It's a monkey that has to be less than 3000 tris in a 512 texture This was my first time making a video game character so I'm not sure about some parts of mesh, had to make some research here in polycount to find the best way to make the right mesh
Hi I was wondering what are the benefits of using a 512 x 256, vs 256 x 256 for example. I thought they used the same amount of memory and from what I seen 3d apps prefer the layout to be square. I'm just wondering what are the benefits of using a rectangular texture page. Thanks. Alex
Hey Polycounters, I'm currently working on a lowpoly version of the Tank/AA hybrid. My main focus on this piece is going to be the textures since I've got lots to learn when it comes to it. It's at 14,177 tri with a 2048 for body and 512 for treads. This tank was originally for the Eat3d contest. Any critiques and comments…
in skyrimprefs.ini look for: iShadowMapResolution=512 for shadows the only issue i've really had is the shadow bias being really bad at points and having the shadows flicker. I'm going to try tweaking the shadow bias scale setting in the skyrimprefs.ini and figure things out.
Working on some enviro stuff for a project. Le Concept Sculpt progress A crystal! (and colour variant) ~600tris + 512 diff/norm/spec. Texture could be less noisy, an attempt at compensating for lack of fancy material, seeing about spheremapping if the engine allows.
Would you mind sharing how you did the bark texture? Did you do something like 256/128x1024? Or is a square tileable one like 512² and vertex painting? I'm asking because of the green part on the bottom of the tree. Thanks.
Finished the model! Added some hair planes (they look pretty shit and "just there" right now) which should add to the hair depth and feel of it when skinned. 1876 polies max is giving me. I've exported the skins out at 512 each.
uniquely tile the entrance then produce a tiled(lengthways) floor ceiling and 1 wall for interior and roof wall for exterior maybe a 2048tall x 512 map so that most of it can tile horizontally for the walls floor and ceilings and then cram the entrance parts in between
Downloaded Layers. It's pretty cool, especially the PSD export. It'd be great for random awesome ideas that like to pop up at inconvenient times. Anyone know if you can alter the size or resolution? By default its 512. Might help with better control.