Thanks for comments guys. ripper351 I think that will be rapid rail gun = ) Not sure. But about ammo. This cylindre based on CIWS gun ammo box. here is some photos: http://www.navy.mil/management/photodb/photos/131011-N-UD469-087.JPG http://www.navy.mil/management/photodb/photos/131123-N-PL185-033.JPG So I think should…
I freaking love Poly Paint. I'm actually pretty sad that my polypaint thread never picked up... maybe give it another go? http://www.polycount.com/forum/showthread.php?t=131335 I do about 90% of my texturing work in zbrush. Not much else I can do in photoshop (other than adjustments) that I can't paint out manually just as…
Hey PyrZern, care to tell us how you fixed it? Anyway, some time ago I replied to a thread you made. not sure if you had seen it. http://www.polycount.com/forum/showthread.php?t=131555 Might help. I remember when I started with normal maps I deleted half of my model and got seams like your model at its center. Doing what I…
Am i also the only one that would've liked to see a departure from the regular "realistic" greeble approach to sci-fi (im looking at you halo/doom3) and an embrace of the weird and stylistic art of the original games. I was totally hoping for monster design that took more inspiration from Darksiders - still has some of the…
Awww, crap. I'm just finally starting to understand current gen texture maps, now they're jumping to the next-gen ones #_# On another related unrelated note, the voting thread for next month is now started here :)http://www.polycount.com/forum/showthread.php?t=131581
Well if I am looking at this picture right, but BF3 looks like they use a band for the tracks. http://web-vassets.ea.com/Assets/Richmedia/Image/Screenshots/BF3_tank_03.jpg?cb=1313026567 I would go that route especially if it is going to be animated.
Well let's do the math here. Assuming DXT1 as a basic texture format, normal map specific formats might be smaller as they're optimised for unit vectors. http://en.wikipedia.org/wiki/S3_Texture_Compression#DXT1 16 pixels per 64 bits of data. 512x512 / 16 * 64 / 8 = 131072 bytes. Let's add mipmaps. Total comes to about…