@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…
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!
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?
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:…
Something I did recently , 3 256 X 256, the head I still need to paint in the teeth/ mouth chamber (I made a 2nd version that has a mouth chamber after I had started, I'll post screens of that later. all hand painted to the best of my abilities, critics and such are welcomed im always looking to try and improve
hehe good one again SouL I don't like the feet either but, dunno...mebbe the armor piece over the toes make them look too big or break the overall shape of the leg...dunno what not textured yet ??? move on and fill that 256*256 bitmap dammit !!!
Nice one MoP, very much apreciated! I will give that way a go, would the same work if I add a composite map into one of the mix map slots out of curiosity, that way I *think* the path would look less faded letting me position it better with cleaner edges instead of a faded look that a 256 mix map would do. (256 is my limit…
I did as you recommended and lowered the texture size down to 256 x 256 as it appears in game. I also sort of trimmed the edges of the brighter parts of the blue channel. I must say it look much better now and the artifacts are barely noticeable. Thanks again for everyones help.
If you are working with 3dsmax there is an option for texture filtering and prefered rendersizes , i think by default it´s something like 256*256 and you have to change it yourself(this is only for viewport if i´m not mistaken) But it looks like maya... do you get the same results if you render the image?
Hello it is now possible to export car models in the first "driver" As i know that polycounters like good old pixels, i bet that tey can be interested in editing it. the spec for each car: -max 260 vertices (better to turn everything in triangles) -256*256 textures (bmp) i ll post a video of the stuff ingame And now the…