2048х1024 Slide 2048x2048 Body 1024x512 Grip 1024x1024 Magazine 2048x1024 Suppressor but overall pixel density above 100 px inch so i believe it can be downgraded by 0.5x
If you have a 720p with an actual amount of 768 pixels in height, and more in width, the vgacable will make the xbox actually use them for the game, while the component will do 720 and the tv will stretch.
Change the Multi-Pixel Filtering to like Cat-Rom or something other than Gauss If that doesn't work, sorry, I'm a max user, but Gauss is very blurry in Max so that's probably it :)
That UV texture thing is really awesome idea. The uv texture has to be relatively high resolution though or you would get strange pixelated uv distortion right? Or is that not really a problem?
This looks really nice, but the far window light on the floor looks pixelated, anyway to make it more smooth? Also all of the lights on the floor are confusing, not really sure whats going on with them.
I have a question about 4k monitors. Generally, for most games, say an FPS, 512 pixels per meter seems to be the standard. Will this need to be doubled in the future as we migrate over to 4k resolution monitors?
The December update to the UDK has brought us Epic's latest engine updates as always, but this time it's including support for iOS and the entire code and content for their Epic Citadel game and an additional castle map for it. The entire update focuses on the mobile support as you might imagine, but there is more updates…
Hmm besides the pixelated look i was wondering.. Where does those scratched came from? I mean: does the scratcher took the nuts of before doing his scratchwork ?? (This is meant as a contructive tip.) Okay he ripped them of and those are new ones 😉.
line 3 modules up and call that the high poly then bake it to a single module (placed in the middle) make sure your UVs are pixel snapped if you can (should be fine, almost all of it is tiling anyway)