I'd skip the whole high poly part, that's total overkill for what will end up as a tiny model on a tiny screen with a texture around 256 x 256 or less. Paint it by hand.
Pixel depth - assuming you are using it as a distance fade - should work fine as you had it. Bear in mind, for logical values in pixel depth, if you multiply it, its 1/Unreal Units. So 1/256 becomes 0.00390625, which should make your particles disappear over 256 units.
So I took Vigs advice and tried my hand at quick planar mapping, which took me a while to figure out but I think I got it. Here are my result. Critiques well especially since it was my first attempt at planar mapping. The normal map is 256*256 as is the diffuse.
Does anyone know if its possible to have a similar look to models in unity to having the texel lookup set to nearest in max. The low res textures im using (256*256) look blurry in unity and I would like to have a sharp pixel look to them like when the texel lookup is set to nearest in 3ds max... Any help appreciated!…
You mean detail normal maps? It's just a tilling normal map, typically pretty small like 256*256 to give surfaces a more high frequency look, helps getting rid of blurry materials.
This is the first speed texture i ever made. i wanted to give it a try. It took me a hour and 15 minutes. i used some photo pref. Hope you like it ^_^ 256 x 256
Yeah I did 120 on my build a few years back and it wasn't a huge issue. Though I'm pretty sloppy with my files so it was annoying. Current build has 256 which I much prefer, I think I paid about as much or less for the 256 drive as I did for the 120 drive, hehe.
Compression is not the problem here, the problem is that the resolution is being made smaller. Compare the size of the pixels on the left (photoshop) and on the right (in the UDK). On the right the texture size seems closer to 256 pixels than 1024. Defering compression doesn't help because the texture size still appears to…
Looking very nice indeed. On the tank would it not be better to let the normal map do the heavy lifting and halfing the diffuse ? So instead of 512 base texture + 256 normal do 256 base texture + 512 normal
well ive been holding this one from showing too much for a little while. did this test begining of march. 13611 polys, 23 256*256 textures 35 hours of work. hope to get some feedback for future projects guys. let me know what you think.