Your color divided by 256 = Color value between 0 and 1. For example : 127 (gray) = 127 / 256 = 0.496. Note that our color widget is in linear space (not sRGB as in Photoshop).
No way you should never use anything bigger than a 128, because people who cant put a lot of detail into a 128 clearly dont have any tallent whatsoever.
Discoloration is fine, but your average color should be close to that normal map 128 128 255. Should look more like this for a boxy asset, http://3.bp.blogspot.com/-2Z35mw4QhXA/URpHAR-I7cI/AAAAAAAAAJE/1cQi1ApRU9w/s400/Normal_Map_bump.jpg
Push it lower until you are unhappy with the results :) 128 x 128 is a little high for a staircase unless there is a nice shadow cut running over the object ... but then again if you are just going to a beauty shot it is probably ok. Nice work!
116 Polies for each can ???!!! Should be no more than 20 Polies or so.. How did it take that many ?? Or were you talking about the WHOLE SCENE at 116 polies ?? If thats the case.. than that IS a super low poly model...
I tried to break it up on the side. It's a little 128*128 piece of broken wall texture. Doesn't really show i guess. But a vine i'ts a good idea, had some thoughts about it before..
So programing and illnes has been eating up my time, which means that I've had little time to do much art. But heres a low poly face texturing practice inspired by weisheng. tris = 22 pixels = 128*128
Hi, I have a function that rotates my meshes. How can I make it stop after 120 degrees of rotation and than after a few seconds rotate 120 more degrees? I am making a triple bilboard and on the back of these triangles there are 2 more adverts.
Your best bet is to use the offset tool in Photoshop set to 50% of the size of your texture, 64*64 if your texture is 128*128 for example. This will move the outer edges of the texture into the middle, so it's easy to see where you've got seam problems.