I will be doing the chakram assassin (well, i did vote for it). I aim at creating something between mid and high resolution, probably somewhere around 25k polys, and 2048 textures. I already spent 3 hours on this, will be posting images when this thing starts to resemble something (only completed part of it).
Exactly. Engines Mip in powers of 2, so try tI have your atlas divided more evenly. Ie, have every side of every atlas element a power of 2, so 64, 128, 256, 512, etc. I wouldn't reccomend atlasing in thirds like you seem to be doing.
to work it out.. 1/255 * <whatever number you have> the cutoffs they list are per channel - not an average. so no individual channel should exceed 140 or drop below 35 (or whatever) and yes - you should be able to invert roughness to get glossiness - it's a linear image so there won't be any wacky behaviour
That's... not a normal map. It's just 128, 128, 255 blue with the displacement subtracted from the red/green channels? If you want to make a normal map from a heightmap, go use something like nVidia's normal map filter, but it won't be as good a normal map as say high poly modelling the dartboard and baking it.
Just adding some information. New collage graduate in my country usually start their career in studio at around $250 USD a month. So yeah we can definitely live quite a good life with $15 a day, ONLY if we're single with no commitments at all. Possible for a 21-year-old tho.
With a lightmap res of 1024, even with that few assets, you're throwing video memory clean out the window there. With 12 assets, even if it was just 1xDXT1 per asset (it's not, it's several times more) that's 12mb of VRAM for a small part of the scene. 256 might be overkill. I would not be surprised if the game limits…
guess i should post these here then :poly124: Character Art ok so 'Kuno' is short for 'kunoichi' which means... ermmm.... female ninja :poly122: :D !! Concept Sculpt Game Mesh just over 19k without accessories/weapons, 25k with all of them 2048 diff, spec and normal map
You should be able to run Arma3 really well. I'm a arma veteran(playing since ofp1) and I'm able to run the game fine with the following specs: Q6600 quadcore @ 2.4ghz 4gb DDR2 400 ram GTX 275 OC. I can't run it high, but it still runs, and runs well.
Thanks a lot for that reply! :) I knew that Distance Fields were peformance heavy, I just didn't know to what extent really. So you're helping me a lot with that information! The final instruction count is 287, would that be acceptable in a AAA game or can it only be used in pretty portfolio scenes? :D
I do agree about the suppressor. I didn't even look at it from the first person perspective until last night and then i saw how horrible it looked it being 6 sides. I'm trying to keep it under 4000 tris too. I still have about 250 to work with though.