Here's a weird one. I was getting unexpected end of file errors in photoshop from the rendered hand plane normal map. It only happens if I render a non square map, ie 512*1024, and it only happens if the output is tga. I tested a bmp and png output and they open fine. I have to say though this is an awesome tool and I hope…
Another interesting offering: Sony Vaio Duo 13 .. available with i5 or i7 Haswell, 4-8 GB ram, up to 512 GB SSD and digitizer (N-Trig?). Not sure I'm a fan of it's looks, though.. nor the current price ;) The new 'Enhanced' version has the newest i7-4650 with the next generation HD5000.. combined with 8GB of Ram it seems…
Thanks for your comments J. I think I've taken most of them into consideration Maybe I posted too early to get a larger reaction out of everyone else, oh well. As promised, I'm going to keep my progress posted here. This time I'll also be posting my flats for your viewing pleasure. Stats -406 tris -1 512 Diffuse Flats:…
Looks really good. For the technical part, the model looks really well optimized in tris count, it think you could remove even more edges at the bottom where theres is a square pattern. For the map sizes, this should be no bigger than a 1024 (use sharpen if needed) and the normal map could be a 512, I think you would not…
Heya good job so far, i would recommend thinking about these assets as a whole also, since they are game props ect for instance your box would be a small part of your scene and often reused so a smaller texture like 512 or lower would be great for that, Heres orb for some good stone reference i found this really useful…
@Sweetangel0467 Thank you! I wanted to try and get some more practice with hand painting textures, so I decided to do a crate and barrel asset pack. Let me know what you guys think. Each set is atlased to a single 512, and the tarp texture is on it's own 256. I had alot of fun doing these and might do some more hand…
I'd say 256 is too small. Next gen stuff has nicely sized textures. An avg wall texture these days should be bumped to 512. If I were you dude, I'd do next gen materials for this and make sure it see's its way to a real-time engine. As always you are welcome to lean on me for any help or advice you need, I'd be glad to do…
Hey cody, Looks like a fun little project! Aside from the horizontal edge loop removal, I think its a good block out so far. It might just be me, but maybe using a single 512 map for a small prop in the scene might be a little over the top. Perhaps a 256 would work just as well in the long run. What do you think? Can't…
The game is top down but you can get quite close, so I'm looking at a few thousand polys. Heads will be split from torsos and will need to be modeled with good edge loops to allow for facial animation, but that wont be part of the briefs yet. Normal, spec, and diffuse maps will be used. For textures we are looking at 512…
thanks everyone :) @Chimi Jimi: Thanks for the suggestions. The saturation is probably due to the lighting xD I still need to tweak the settings. I added more edge loops on the large barrel and it's looking better now. I'm using 512 textures on some pieces and now I'm thinking if I should have gone with higher res instead…