nice job, for a pig thats pretty sexy! though calling it game ready would be a stretch, unless this is the main character of your game, this creature shouldnt be over 1000 tris or so. And if it isnt an up close and important pig, perhaps down to 500 tris or so. either way with 512 maps.
Working on a tiling floor texture for class. So far I have a 512x512 Normal and Diffuse map from a combination of Zbrush sculpting for form, and Photoshop for touching up details. Not too crazy about how the pebbles are looking thus far (they have an almost Mustardy colour, to me), but happy with the overall texture. Quite…
@kwagner @Finnlsengardt @jewski-bot , thanks for ur kind words! And I agreed on the depths, I'll look into that more, maybe adding some noise, but I want to try to get it simple like the original art as well. Jewski-bot thanks for the image, but your link doesn't work for me for some reason. Your textures are looking great…
Yeah, just use more stones. Even if the bricks are big. But you would need a higher texture resolution in the end. So if you got your 3 bricks and have a 512x512 map and it looks fine you maybe need a 1k or even 2k map if you want a lot more bricks. Otherwise your texel density would be too low in the engine. Max should be…
@B1ll textures, mind = blown. Those are awesome. For the sake of practising faces (and the fact that i don't feel like painting a robo suit) i think i'll change SDK back to a single head model, they seem good practise and quick to start over again on. Paint over on new model would be grealy appreciated. Any suggestions on…
I'm on a Q6600, 4GB and a 9800GT 512mb video card. I tried DX 10 but it's pretty buggy so I reverted to DX 9. It didn't fix the problem anyway. Earlier today I downloaded a software that shuts down all unnecessary processes and background softwares, still had the same problem. This is driving me nuts.
Ok so i got it into world machine last night by doing this Export OBJ of terrain from UDK Import into mudbox Imported a plane of the same size into mudbox Extracted the displacement onto the plane at 2048x2048 Imported that height map into WM. Working well :) I haven't tried using the height map from UDK directly, i might…
Yes this is plausible (as long as you have a sensible pipeline workflow way of getting the "colour" information out as a single channel of range 0-255... I guess you'd just compress the Hue range down from 0-359 and lose a little precision), it'd mean you could use a DXT1 instead of a DXT5. However you'd also lose…
I mean this is something you could have easily googled, for example "3dsmax viewport texture resolution". Use google, it's your friend. that said You can change the maximum resolution of your viewport textures under the viewport configuration. By default it's probably something like 512, which is most likely the reason for…