this is a game asset i'm making for an indie game called "global conflicts" max polycount is 2000-2500 texture is 1 1024 map and i'm not allowed to use transparency for the windows. this is around at 2342 polys. i realized recently that i didn't put mirros, but i'm just going to make planes and use transparency for the…
This is my current work in progress. I am modeling Jack Nicholson from "The Shining". I am only making the head for now. I am trying for a game friendly low (2332) poly version. Textures include 1024 diffuse, opacity, specular, normal bump. Any specific things I can do to make it better? Thanks
I was working on this velocirator a while back for a school project, and now Im about to revisit it to improve it. So I would LOVE some feedback on all the things I can make better. Its now about 9,7k tris, and Im hoping to reduce that. Its using a 1024 and a 256 for textures. Renders are Maya viewport. New image: Old…
I made a really fast podcast for showing off wireframes over your geometry. I've looked at a lot of UDK portfolios and it seems like this is a tricky thing to get to look good. A buddy of mine came up with a really neat idea for a shader and it works well for this purpose. Anyways hope it helps some people.…
How can we reduce the whole number of polys of a model of 2000 polys to something like 400 polys. I mean a way to do it like we reduce a pic from 1024*768 to 640*480... So we can have less poly on the third person view model of our weapons for our mod. Thx for the help. Regards, Renardin.
Hello, everyone! This is my first shot in handpainting. Would love to hear some feedback. There was no specific concept I went by, except for some basic sketches. Diffuse texture is 1024. Initially I planned to reduce it to 512 after finishing, but I decided not to, just so you can see and point out my mistakes easier.…
My aim was to create a next-gen doorway, something you might find in Unreal 3. I made a height map (bottom left image)so I could run it through the Nvidia normal map filter in photoshop to create the normals. I also used an emissive for the security light. 3 x 1024 maps 147 triangles (82 polygons)
Hrmmm you could try doing this kind of guide layout for a 1024 sheet and set snapping to only snap to guides. There is the CTRL + SHIFT + T move your til with the arrow key then press enter then everytime you press CTRL+ALT+SHIFT+T it dupes and moves the layer
probably they're storing their data as bink videos, that could be reasonable 1024x1024 video with 1024 frames isnt that big one does need one grayscale video for aplha thou these people look to me like those "nah im not telling, you could copy me" kiddos
Quick Question Adam: The Texture Limit for environments in 4096x4096 per material pass. So does that mean Say trash can with 1024x2 diffuse, spec, normals still only counts towards 1024 of the budget or Do all 3 maps added together count towards the budget?