YES! This is exactly what I was hoping for from this thread. Thanks you guys a whole lot! Just briefly before I gotta run again (I have some chores to do today before I can come back to this) I'll say a couple of things: leleuxart - I'll implement all your recommendations and rerender and see what happens. If I run into…
Yeah, a finished UV Layout of the wall would clear up a lot. It just doesn't seem efficient to layout the walls of a building as apposed to using a 512x512 tiling texture.
It looks pretty solid. My first question - how is the area lit? I see a lot of torches in the scene, but it doesn't look like they are contributing to the lighting at all. It also looks like you have a single, cold-white directional light instead. Try adding warm orange to magnolia spot lights (hold 'L' and click) at the…
Thanks guys. I was aiming for something similar to these real-time character models; they are the style and type of model/topology that I was hoping mine was like: http://www.turbosquid.com/3d-models/real-people-male-3ds/512685 http://www.turbosquid.com/3d-models/3d-model-middle-east-characters/515924…
Sorry for the late answer... Sanislov: 512x512 some bosses are 1024x1024. But most of them I painted in 1024x1024 I gonna check with them is they allow me to show some texures JadeEyePanda: It is great that you liked. Nothing very difficult on those, the concepts they sent me were awesome. Some of them were in a very good…
Looks great, but I have a few nitpicks. Diffuse/spec/emis maps are 1024x1024, normal map is 512x512. From my own research, Heroes doesn't use alpha maps, so you can't have her goggles be geometry. You could cheat the transparent effect by painting directly onto her skin. You should have an emis (glow) map for the blue…
Each large structure will mostly likely have to have a couple maps from 512x512 to 1024x1024. But, I'm saving texture space where I can (i.e. window frames sharing same model and texture) I use a combination of ZBrush, Crazybump, and hand-painted height maps. Unfortunately you can't really see the normals in action atm,…
Last I checked, Max's viewport doesn't allow textures to go beyond a certain size (512x512? 1024?) - so it automatically downscales anything bigger. Besides that, 8192x8192 really is absurd. You can get away with a plenty crisp looking ship at 2048 using tips already mentioned. Look into previewing your textures in…
Getting the same results on cs6, plus worse performance, mainly loading the material layers on ddo takes a while. Anyway at least i got a readable error about rpc service being disabled for some reason ,it was on automatic start, i guess it got disabled somehow... so i enabled it and managed to save two smart materials…