i get the benefits - i just don't see the tradeoff being profitable for cases like a cooking pot. Usually this is the sort of minor asset that you find in the background and your primary concern is making sure its as fast to make and cheap to render as possible. The difference between chucking a 512 or 256 pixel texture…
Converting from srgb to linear is done by putting the value on power of 0.4545. From linear to srgb is power of 2.2. To convert from 0-1 range to 0-255 range is by multiplying the value by 256. From 0-255 to 0-1 range is a division by 256. If its rgb values instead of a float, you need to apply these math on all 3…
Even if 256 is a "manageable size" the UV layout and the reuse of texture space is a must. Even at 256 some pretty big advantages could be gained. I'm also not sure why the inner robe, which is mostly covered is larger then the outer which is much higher detail? I'm not sure about the pixel density but I'm sure more could…
Nice move Anuxi, I've wanted to mention this for some while, it's good that you brought it up. If it's ok, I'll bring up whatever I can think of not only LoD0. 1. Tiny: Weapon LoD0 Triangle Limit: 1200 LoD1 Triangle Limit: 800 Texture Size: 256H x 256W Tiny is huge, his weapon is huge too. his weapon is 4 times bigger than…
Ok thanks for the tips render, just a final question, how do I save them out as a 256 colour image? I tried BMP since it offered 256 colours but it only had optimised palette which made it kind of pointless, wanted a standard palette. Any tips on how to save it out as a non optimised pallete? resaving each frame in…
@jordan.kocon make sure to go into the UDK preferences to turn on DX11 before hand go into photoshop make a apeture shape White apeture shape Black Backround. 256*256 or 128*128 texture size. make a post process volume and there should be a slot inside of blur for brokeh texture sample. I think there is also a roll out for…
http://fc01.deviantart.net/fs70/f/2014/266/b/0/60_sec_gestures_02_by_darkmag07-d808ex7.png More one minute gesture drawings. http://fc00.deviantart.net/fs71/f/2014/266/6/0/60sec_gestures_02_15min_by_darkmag07-d808f1i.png And a little more polish (about 15 minutes).
thanks! I wanted to keep it at PSP specs, but because of that i only have a 128x128 texture. I think i'm gonna switch over to 256 though, 'cause this is just too pixelly. here is a start on the face: what do you guys think: 256 or 128?
If you've textured them in 1024, I'm not sure how well it will compress down to 256. 512 seems alright for small assets like that. You can try compressing down to 256, but it may lead to unwanted results. You surely know this already though. Keep it up!
We are looking for a talented artist that will be hand-painting (from scratch) game sprites for a mobile game. Output is mostly 256 x 256 pixels but we will need the 1024 pixel versions too along with the respective PSD files. Below are examples of the quality of work we are expecting: Number of sprites: 10 Project budget:…