Thanks for the critique and comments :-) I decreased the resolution from 2048 x 2048 to 1024 x 1024. I already tried to add more contrast, but I think I can go further. I would also like to improve materials as I think I haven't really worked on that so far. :) Progress:
If you plan on shrinking the final normal map by half, would you say a padding of 4pixels would be enough? I mean, what tyoe of padding "X" do you need from going large to small? Example 4096 to 2048 = 8 pixels? 2048 to 1024 = 4 pixels? 1024 to 512 = 2 pixels?
I'm currently working on making weapons for a game project, and technically I'm a new, so I really need some tip and advice for my work. This is my testing war axe for the game. It's about 700 tris, with 1024 x 1024 Normal / Diffuse / Specular rendered in Marmoset. Please to have you comments. Raw concept by Vinh Dang Tuan.
My workaround has been to open the UV editor via a shelf button that adds a custom panel next to the UV toolkit. When I want to add something I look up the MEL command for it and add an entry to the list. if (`workspaceControl -exists PixelBUV`) deleteUI PixelBUV; TextureViewWindow; global proc…
Good question. Right now this is, at max, 1024 res. We have not yet had the opportunity to see what size of textures we can use in-game, but my money is in the 512 ballpark to be safe. Though this character is a hero character, so I might be able to wiggle out a 1024 res, but I need to talk with our engineer first.
Compression is not the problem here, the problem is that the resolution is being made smaller. Compare the size of the pixels on the left (photoshop) and on the right (in the UDK). On the right the texture size seems closer to 256 pixels than 1024. Defering compression doesn't help because the texture size still appears to…
Yup. If the mesh is insanely tiny, 1024 isn't going to do much beyond 1-2k polygons. If the same mesh is super massive, a resolution of 64 could give you more than 3 million. When you're working on a normal scale (like the default projects/tools), you shouldn't have to come anywhere close to 1024.
Pior: ok, I understand...you want to know what kind of shadows i used?? All the spot make a shadow map (like real time engine) but in max i just set a size of 1024 for the shadow map, and you're right there is no real time engine wich use 6 spots and 1024 shadow map at the same time ;)
This was made for a Valkyrie Profile contest at www.gamingartist.com (My final submission renders(may provide larger images at a later point)). This character is called Frie i believe but she seems to be called a different name wherever i look. I plan on working on her again so crits and comments would be appreciated. She…
Thanks for the replies guys. I should clarify a bit...I was mainly referring to the model, not the size. My current model isn't the "pro" therefor only having 1024 pressure levels opposed to the 8192 that the pro has. I have never used a tablet with anything other than 1024 pressure level, so not sure what I'm missing! If…