They use 96 because its 3/4 of 128, 6 foot is just a rounded off estimate, 96 should be about the average height of a person, and you can base the scale of everything else off that. Also most games try to texture 128x128 unit areas with a 512x512 textures. So a one story wall is close to 128 units tall.
@musashidan Haha so i suppose you didn’t opened the new 18th December issue yet ^^ Because we have an article page 91 if I remember well. You cannot miss it they used the Hydra Concept Art. Also so we did a specific Lazercut tutorial only for them (A video). Available on file silo, to owners of issue 127.…
I've done a 120 hour week - just the one. Someone dropped the ball and a feature wasn't scheduled. I did a triple week to get a prototype / proof of concept for that feature up and running. 120 hours is absolutely gruelling. You barely get to sleep. The fact that they called it a 'crunching team' tells you everything -…
While 1.6.x is in testing before I release it (trying to make sure this is actually stable..not like 1.6 first release) I was thinking of doing a Donator version give away but I want to see if there's actual interest first https://twitter.com/TEvashkevich/status/788496086101061633 If you're interested in getting a donator…
Ah i see. I assume psp can only handly textures up to 128 x 128? Or is that just the way it's been done, just because? Also do you guys have a website, either for the studio, game or perhaps a university/college page? I do a games design course in the Uk, so it would be intresting to see what you guys are doing.
hmm.. you have the "padding" thing up there on the top, and you can set the ray miss check colour to a healthy 128 128 255. then just increase the padding so much that the black almost disappears. of course, thanks to max programmers brilliant awareness of the woes of artists, you'll have to do this shit every single time…
Here's more screenshots of the chihiro's scene on differents angles, for the ceiling I did a tile texture (size 64 x 64 px). The floor Is a tile texture too (size 128 x 128). I'll do the ilustrations of the wall like decals I hope this idea works, and the decals about the floor for every character and assetsI must work…
Beeldschermdiagonaal (cm/inch):43.9 cm / 17.3 inch Resolutie:1920 x 1080 Led-backlight:ja Touchscreen:nee Beeldresolutie:Full HD Beeldschermdiagonaal (cm):43.9 cm Beeldschermdiagonaal (inch):17.3 inch Beeldverhouding:16:9 Schermtype:TFT-LCD WERKGEHEUGEN RAM type:DDR3L Werkgeheugen:12 GB Geheugenssnelheid:1600 MHz Aantal…
Oh man.... thats exactly what I was looking for and i even DID search on the polycount wiki... Thank you! edit: Ok, tried it and works really nice. But I am not sure about "adjust the levels of the AO layer first so the darks only go as low as 128 gray". How to do this? I painted some 128 gray as reference and adjusted the…
@jordan.kocon make sure to go into the UDK preferences to turn on DX11 before hand go into photoshop make a apeture shape White apeture shape Black Backround. 256*256 or 128*128 texture size. make a post process volume and there should be a slot inside of blur for brokeh texture sample. I think there is also a roll out for…