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.
Thanks for your answer! With uncheck two-sided option almost nothing has changed, still dark. 256 ray count? how? I nave many various noise with 256 ray count, and still have some noise with around 1000 rays.
you should hook your gloss into the alpha channel of a linear interpolate node, with a low value of 8 and a high value of 256. your node should look like this: a: 8 (constant) b: 256 (constant) alpha : glossmap plug that into your spec power.
Those are some big textures for an RTS game. Were the ones in the original version of the game so large? They do look very nice, but if they're only ever going to be tiny on the screen, then you could probably easily get away with 256*256 textures.
Here is how I set it up , Camera height 4 m ,safe frame , 128 x128 tile res , 256 x 256 dimension of the mesh , ortographic projection .... Tough when I animate those holes come out , how cna I avoid this?
I'm a huge fan of hand painted texture work, but have never really tried doing something from start to finished with only painted texture. So today I decided I would give it a shot. I think this turned out pretty good. It's sitting a 382 tris with a 256 x 256 texture sheet. Concept by Nate Rogers.