Added a mud texture on top, changed the colors of the rocks and painted mask painted the rocks coming out of the mud ins substance painter to break the patterns. Screen in substance designer: Screen inside marmoset:
Yeah, my point is that if future engines can handle 100 million triangles on screen, you shouldn't put 100 million triangles on screen. Wasted triangles for the sake of upping the polycount is a terrible practice.
Loaded up recently on my Surface Pro, and found that they updated the interface to scale properly with smaller screens. Even on my crappy 10 inch screen everything is perfectly legible.
it's a bit obvious, but if you are just looking for a snapshot, how about taking a screen grab? ALT + Print Screen together... then CTRL + V to paste it into any app like photoshop
Trine 2 Here a making of [ame=" https://www.youtube.com/watch?v=jqJrmjLKq58"]Making of Trine 2: Playable Start Screen - YouTube[/ame] The Starting Screen is full playable :)
The screens are too dark, I know it's probably to set the mood, but I would make it darker in final phase because I can't really see much in those screens.
Mmmm Lumines. I was playing until about 1am this morning I will note though, that it's hard adjusting to the large screen. I'm so used to seeing it on the PSP screen. hehe
This is my high poly sculpt, a submission for a themed weekly challenge on Facebook. Screen grabbed the lit model at 2x screen res from Mudbox, also grabbing a Zdepth and AO pass and then compositing in Photoshop. More to come this week.
This is bad, sorry. The title screen should be informative; it should be easy to read whatever you write there. Now it moves and glitches all around the screen, making it very uncomfortable to focus my eyes on anything particular.
Currently it only takes up half of the width of a 1080p screen. You could make your previews a lot larger (reducing the need for the extra click to see the hi-res) if you used all of the screen.