ok, finally done with it :) Around 11 K tris. Textures 2048x2048, 512x256 and 128x128 Renders from Unreal Engine 3 : Soon I gonna post some more breakdowns and maybe will add my first ever mini tutorial on my website :P
Since your tpage is 256x256, are you working on a 512x512 tpage in photoshop; then re sizing to 256x256 when you're done? You'll get alot more details working this way rather than just starting with a 256x256 texture. Design wise, just to comment on one I think your cowoboy doesn't read cowboy...pirate maybe??? Cannon…
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passerby Thankyou for explaining to me about the green channel. I looked at x normal and everything is set to +x +y +z so i dont know why half of my models normals are flipped? because the settings have been the same all along? i need to investigate.. Lennyagony Thankyou dude means alot :) . i am going to spend this summer…
Equanim, I'm modelling and placing the buildings, then UV, then textures too. The graphics engine isn't anything main stream so no access to obvious automation systems for certain tasks or effects. The buildings are all around 100-400 triangles for the more detailed buildings. In the end you pass by them quickly but if you…
I disagree, there is a lot more to think about and juggle when building modular pieces. Making sure everything lines up so they tile correctly, this normally involves a bunch of snapping. Making sure the pivots are aligned to the grid and that the grid matches the scene builder grid. Baking AO and normal maps that take…
The model was created in Blender. Texture was painted in Gimp with a mouse. Render was in Blender using cycles. The model is at 430 Tri's with a 512x256 diffuse. I added a normal and specular generated with CrazyBump that I used in the render for this model.
I'd squish up that wood handle UV, to make it a 512x256. Saved half your pixels for a small decrease in quality. Other than that, your sculpts are looking awesome!