Is that a 1024 texture you're using..... aaaaaaaah..... You really probably only need a 384 or 512 at most for that thing. Also you could reduce the spec and diffuse maps by half and leave the normal map the same and get similar results.
Yes i gotcha, but i still need to "Add layer" --> "Load image" and import a 2048 x 1024 psd file to fill in the UV map. I thought Modo had a way to manually enter the digits. But again it works.
Here's something more recent. This was my first attempt at normal mapping. I think it came out alright. Definitely learned a lot from working on it. Final tri count was 2,570 with 1024 - Diffuse and 512 - Spec, Norm & Gloss.
biggest problem I am having is the shadows. I have tried my own light maps and generated light maps from 256 to 1024 but when it comes to building lighting I am losing them all in game.
Hey Jerc and thanks for the help. I've disabled all the levels and sharp filters in each of the materials and it's still fairly stuttery. If i drop the resolution to 1024 it runs perfectly. Any other ideas on why It's not running smoothly? Thanks again
Fabric detail remains :) . Might be pointless since the tri limit is 3,000 and texture size is 1024. Also just noticed a 1million pixol size, anything over is over kill :( . Looks like i will have to lower up the detail :(
Konami announced that months ago to their investors, and said they where doing that because they had to pay 5 million dollars to keep being listed at NYSE while only 0.4% of their stock is being traded there. so that has nothing to do with anything.
Thanks for the help Drew++! What I did was downsized it to a 2k, offset it by 1024 and I got rid of the seams by duplicating the layer. Unfortunately, when I downsized it again to a 1k, the seams appeared again... I'll keep playing around with it.
Thanks dudes! @Chidambhar_Swaroop the body of the gun is on a 2k, the drum magazine is on a 1k and the sling,sling rings and hinges attached on the stock and body is all on a 1024 by 512. The sling acts as accessory for the gun Ill have a breakdown up later today
Another update today: Added some grates and worked on the ground. The floor right now consists of 1 1024 tileable with alpha cards to blend in damage and dirt. Here's how the scene's lookin' I need to hurry and get to the props >.<