work in progres on low poly assets the AO is just computed on the graphics card I'm not sure if I bake it on a diferent uv layout later the texture atlas is 512 x 512
I think this truck has lots of triangles that can be deleted. Can you post the tricount? Also 2048x2048 is a bit high for a lowpoly texture, switch down to 512*512 and it will do!
Would you recommend this for anything? What if the size specs were a 512? Would baking at 2048 and knocking it down 75% to 512 be good or would most of the details become too obscured?
Medkit prop from a concept by David Heidhoff.My goal for this was to develop a texture optimization workflow.2k verts,4 gray scale textures at 512 each and a 512 normal.
Uh, if you're doing a 512 for the head you should be doing 512 for the rest of the body. Thats just a too large of a gap between 2 main areas like that.
I remember from editing quake 3 content that they say that a 256 x 512 was just as expensive as a 512 x512... Is this true for all games or was it just true for their game
Hi here is a mosque I did based on Stainless Steel art test. I believe it has 600 tris forget at the moment, and a 512 x 512 texture with alpha. Let me know what you think. Thanks. Alex
Hey I found the art sample texture sheets for the Predator tank and marine if you want to see them. The tank is actually split into 3 512 maps. the Marine with all upgrades is on 1 512.