Recently I've been revisiting the texture naming convention currently in use, and I'm at a bit of a crossroads. While this has barely any impact on the end user (modding/asset extraction aside), it has a huge impact on UX. Currently used naming scheme allows for quick identification while consisting of only three…
https://www.artstation.com/vexod14/blog/jv7N/star-wars-redemption-work-in-progress-16 Little update (with a cool surprise on this post, If you like the project, be sure to check it out ;) )
+16 tris takes literally no performance. Or if you really think its a waste, why don't you just ignore the error if it will be actually mostly covered up by other parts.
That was so awesome SyaPed. I can't help but picture the soldiers talking to each other with a pop-up character portrait and scrolling dialogue ala some 16-bit RPG
This is easy to use and fast I like Artstation even if there are a few bugs http://robeomega.artstation.com/ Only turned 16 years old so my work may not be the best :P
Just upload the images to a photobucket account and send him links. 16 megs for an application is ridiculous. The only attachment there should be is a pdf of ur resume and a link to your online foli.
Whoops didn't see this. Yea awesome tutorial for getting around landscape painting texture limits (16 textures per material in Unreal, or two 4x4 D/N atlases).
I'm not a Zbrush pro but generally speaking of math, this would be done by putting the alpha into -1,1 range. So the alpha texture should be 16 bit and should have negative values.