Alright, so I got a look at that list you gave me, and I've got two choices: * 21.5'' ASUS VZ229H - 162.99 euros * LG 24MP59G-P IPS 23.8" FHD 16:9 75Hz FreeSync - 169,90 euros. I think we can all agree that the LG monitor is the way to go. Right?
It depends, the more you tweak your levels, etc, you get to lose quality a lot of if you are using 8bits format. 16 bits may still hold somethings, but not everything. I found what I think I wanted to to do as tutorial, and I will be recording it very soon: This is what I'm going to show:
Hey there, good explanation of the problem ;) Could you maybe share a Picture of the displacement itself? I would suggest these Issues are happening because of an edge padding set to zero. You could try to bhake it with xnormals (height map) and an edge padding of (lets say) 16 more or less depends on your Map Size. Hope…
It looks very good to me, the main thing I'd suggest is spreading more stuff (even if it's only light) to fill the 16:9 screenspace. Also I don't know if I have this monitor set too bright, but I can see a lot of banding artifacts where the bloom is passing over the black borders.
@poopipe Since I haven't worked with LOD's yet, but will do in the future, texture Mip's will be needed. What is the problem with auto layouted maps in comparison to normal ones for MIP's? Shouldn't the only problem be to less pixel padding between texture Islands (which I took into consideration (2k Map = 16 Pixel Shell…
available for work check my new stuffs on behance : https://www.behance.net/sebastienSquevin https://www.linkedin.com/pub/squevin-s%C3%A9bastien/16/a12/77a Scifi crate for art test,220 tri 4h00 of work, mostly on texture no game related but fully powered by unity : interactives screen for a war one exhibit
@felipefrango if the render engine supports it, you can have a lot of per-vertex attributes encoding whatever you want. Hardware typically supports 16 x 128 bit per vertex (you can add even more through custom buffer fetching in shader), but of course it costs more time to fetch more data...
Thanks guys. Chris: Indeed there is an artbook. It was released before the game actually. More info here: http://www.americanmcgee.com/2010/12/16/the-art-of-alice-madness-returns/ I can personally tell you that the book is great, it's full of top quality art. Pro tip: You can jump and dodge for increased awesomeness :D
Played the game to level 16 now and i really dont understand the hype? Wow meets shooter meets trick the game mechanics and win easymode way. Really feels like a wow levelgrind most of the times but where is the sense in that if theres no city where u can represent all the epic gear u have?
Super Castlevania Iv, i feel this was Castlevania at it's best. With the 8 way wiping and linear stage progression, it is 16 bit gaming bliss. I love SotN but to me Super Castlevania iv will always be number one. I was lucky enough to find it pretty cheap($25) and has not left my snes all week.