ya i know it is possible to get it to match up since i did work on some hats way back when tf2 did the polycount update, but i got no clue what i did to make it work. your using 2.57 and http://code.google.com/p/blender-smd/ right?
It looks pretty interesting as an asset! tons going on, but I would be careful with the polycount! the fact that one of those side elements is already 6k tris... I cant see this being any less than 20k - 25k tris in the end! I am sure it will look nice either way tho :)
If you have US$ 59 per month you can invest in a subscription to Gnomon Workshop. Then you have access to their entire library of tutorials (which are streamable versions of their DVDs): http://www.thegnomonworkshop.com/subscription/ You'll have access to material such as this:…
You can't. That's the resolution that the items have been set and those are the restrictions you have to work to. In future if you wanted to work at a higher resolution and then downsize later you should always work in a multiple of the base restriction, ie if it is 512 x 128 Then you could work at 1024 x 256.
And the normal map can give you more height illusion than the bump map. Bump map are grayscale, so you have only 256 level of height. Normal map are colorful, so you can have 16,4 millions of level of height. :) If I'm not correct, please just reply to this.
Yeah the whole building wall is a tileable texture, most of the windows have unique UV's with a normal/ao bake on em. The billboards are unique and those balcony's all have a tileable texture on em. The textures range from like 256 on the smaller stuff to 1024 on some of the larger windows n doors.
The APC is nice, i just think that the backround should be less grungie because it doesnt make the APC stand out from the backround, I also took a look on your website...some cool stuff there, I liked the Ferrari 250 and the high poly building was just crazy! Keep it up!
the ones I've seen and used in the past were 256-128 per face, you really dont need super high res, a blurred reflection usually looks better, you are never going to really see crisp details. the main thing is the light sources and hues are properly approximated in the map.
Been pimping this in the w.a.y.w.o thread. Hope the UV´s are ok, if not change as much as you want. :d 256² for the body and 128² for the head. If someone wants to do something with this, feel free to post it here. Comments and Crits are welcome. :) http://mihd.net/yo7ivfn…
Hello polycounters Dont know if this is the right place to ask this but here it goes :smile: What would be a good budget to develop a medical VR so people can learn how the human blood cells works. Kind of this : https://www.youtube.com/watch?v=Rpj0emEGShQ I calculated around $25K?