just playing with this, barely touched the textures yet. on the left is an alpha'd plane for detail on top of my church, and to the right is a simple window. 174 tris and 512 maps
need to pull my finger out an finish the sleeves/arms, gettn sick of staring at his face... downsized from a 512, might keep it hi-res (ear is photosourced @ the moment) oh and go MOVEMBER!
Been making little props to fill time before I leave. It's 108 tris per block so you probably wouldn't want to actually assemble any walls with them. 256 color and specular, 512 normal, a bit much.
Made some tools from the Roman era. The more and more i do these little props the more i enjoy it. Dare i say it, i think, i might prefer it to characters :poly101: 960 tris, 512* Diffuse/Normal/Spec:
@felipefrango: Decided to go ahead with what i had but thanks anyway, will keep it mind next time @seforin: Looks chaos-y, very cool Calling this done: could have done with a 512^2 gloss but eh, pretty happy with how it turned out :) Wires
just some practice stuff: ~300 tris, 512 maps, going for a borderlands 'normal map with cell shading' look and a quick ship wheel: 8 tris, and a small section of a 1024 (obviously with mirrored uvs) Jaco and Unleashed: those are some awesome sculpts! both have alot of character and excellent form.
kickass xvamp So, mops little goblin project reminded me that I haven't done any handpainted diffuse only stuff in years and years, so I dragged up and old soldier model and optimized it and re-did the UVs and started having some fun. Still a ways to go obviously, but I'd be happy to hear any crits. 2k triangles and a 512
At full-size 1024 you might be fine, but once it mips down to a 512 and 256 you could get noticeable artifacts. Unless this is something that should never mip down like a FPV weapon, best practice probably is to pad according to the 1/2 or 1/4 scale mip rather than full size. Very clean packing job either way. Wouldn't be…