In 512 it looks softer because of the texture filtering. If you would disable it you would have a fully pixelated 8bit like Normalmap. But because it gets filtered it interpolates and so it looks softer.
I use 2012 and have almost no issues in the viewport but I did try 2014 out and I saw an immediate viewport performance boost with the same scene. Using nitrous specifically. :thumbup:
Thanks for making this video Damian. I remember when i first watched it back in 2012, it was that which made me get more into environments. Made some massive progress in that area since then!
Here are some useful sample legal documents/contracts for creative professionals (downloadable as doc and pdf): http://www.smashingmagazine.com/2012/08/15/free-download-useful-legal-documents-for-designers-pdf/
Massive info-dump/blogpost by SuperGenius on art directing the game. It's a pretty big post but definitely worth the read. http://www.supergenius-studio.com/2012/06/forge-developer-diary-art-direction/
West and Zampella have an interview with Game Informer. http://www.gameinformer.com/b/features/archive/2012/05/24/respawn-39-s-west-and-zampella-sound-off-on-upcoming-activision-lawsuit.aspx
I'm in the process of switching from FireFox to Edge, as Microsoft has finally made a come back in the browser arena. Anyhow here it is; http://thomasmansencal.blogspot.ca/2012/12/the-textures-naming-convention-nightmare.html
is that me or i really see super small size thumbnail there... how to view bigger picture? :( what i can see is this 180 x 102 http://s24.postimg.org/8eecuyof9/luna.jpg
Danny Williams aka pointpusher has released his R4 user interface for download, including materials, scripts and whatnot. Looks interesting! http://pointpusher.blogspot.com.br/2012/08/zbrush-4r4-prefs.html
i would say instead of 2 2048x2048s i would use a handful of 1024s 512s and 256s Since a lot of this whole scene should just be tileable textures and then adding some decals.