@kaptainkernals Cool bro, do that! That'd increase the head count to... like, 2 already! :D @paradise.engineering Thanks! Now start workin on your chopper already ;D
If you're painting your textures in 3d (pro tip: you should be) than seams aren't really a big problem. If 2 planes are at the same angle and really close that's when engines tend to strobe between the 2 surfaces typically as the camera moves, right? The bigger problem is the way engines light this kind of geometry makes…
[ QUOTE ] my favorite console made with 12 tris and a texture of 128*64 [EDIT] the texture is edited to a power of 2 ! [/ QUOTE ] oh this demands just one beveled corner!
@tucho I have a total rookie question about the topology of the buildings for you: Why are some of the walls divided into 2 tris and others left as a quad? Does this affect anything?
I know but I wanted to be able to customize it a bit further than just a background texture. I'm still counting on making 2 or 3 of these using that. Thanks for the tip anyway. =)
My first dota2 Weapon :) i still have a lot 2 learn.:) i made it for bristleback 542 tri's btw http://steamcommunity.com/sharedfiles/filedetails/?id=157884064
I'd suggest trying it - with pixel brushes and some well-planned UV's you could easily squeeze that detail into 256^2 no probs. Got a shot of the wires/uv flats?
I LOVE THE BOX TROLL! An art test I've just finished for an iPhone and android games company. High Poly. Topology. Render. (2 Different Textures) Textures Used.