A little fan-art of the awesome minions from Despicable Me :) It was done during a lowpoly exercise at school where the objective was to create a character with 1000 tris, 256*256 textures, no texture filtering and only 1-bit alpha.
Here is my color map! The model is about 780 tris on a 256 x 256 texture. Spec map and normal map coming. Critique welcome! Uploaded with ImageShack.us Uploaded with ImageShack.us Uploaded with ImageShack.us Thank you, Jessica
I would try to grab a 240/256 Gbyte SSD. A friend of mine thought he would be ok with 120 Gbyte, now he regrets his decision because the SSD is full. The Crucial Mx100 with 256 Gbyte costs only $20 more and has more than twice the storage. http://pcpartpicker.com/part/crucial-internal-hard-drive-ct256mx100ssd1 Why did you…
I did this for one of my students as a 256 x 256 diffuse texture exercise and couldn't resist doing some animation for this Chibi Black Canary. Don't forget to press play! model
Guys I was thinking to make an ice shard/icicle for tiny, but since tiny's weapon is huge and it's got only 256*256 texture resolution, I really don't know how to enhance this further, or do you think it's good the way it is? and Thanks :)
I'm using Max 2012 with Xoliul shader and I can't seem to get rid of these edges to sharpen up in the viewport. original Texture is 256 x 256 . I have the Direct3D 9 shader configured to match texture size as close as possible. Does anyone have any way to fix this?
Even a 1k map can store a lot of polygons, but yeah, some shapes would degrade a lot. I would say this depends, but probably somewhere under 256 or so. The rock in my example is fine using 256, but thats a very simple mesh.