i get the benefits - i just don't see the tradeoff being profitable for cases like a cooking pot. Usually this is the sort of minor asset that you find in the background and your primary concern is making sure its as fast to make and cheap to render as possible. The difference between chucking a 512 or 256 pixel texture…
hmm as far as fuel. i put 10$ on my 600 and it lasts me about 2 weeks on and off. so not bad at all. as far as u being a first time rider i would still go for a 600. 250 are way wayyyyyy to small and trust me when i say this, if u buy a 250 in a month or two u will wanna sell it to get something bigger.
Ok thanks for the tips render, just a final question, how do I save them out as a 256 colour image? I tried BMP since it offered 256 colours but it only had optimised palette which made it kind of pointless, wanted a standard palette. Any tips on how to save it out as a non optimised pallete? resaving each frame in…
@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…
If you're comparing $ to € it's almost always a matter of replacing the symbol. I had the same thing happening when I bought my cintiq from the American amazon, thought I had an amazing deal until I got charged 250 for shipping and 250 for importing it :p
thanks! I wanted to keep it at PSP specs, but because of that i only have a 128x128 texture. I think i'm gonna switch over to 256 though, 'cause this is just too pixelly. here is a start on the face: what do you guys think: 256 or 128?
If you've textured them in 1024, I'm not sure how well it will compress down to 256. 512 seems alright for small assets like that. You can try compressing down to 256, but it may lead to unwanted results. You surely know this already though. Keep it up!
We are looking for a talented artist that will be hand-painting (from scratch) game sprites for a mobile game. Output is mostly 256 x 256 pixels but we will need the 1024 pixel versions too along with the respective PSD files. Below are examples of the quality of work we are expecting: Number of sprites: 10 Project budget:…
Something I did recently , 3 256 X 256, the head I still need to paint in the teeth/ mouth chamber (I made a 2nd version that has a mouth chamber after I had started, I'll post screens of that later. all hand painted to the best of my abilities, critics and such are welcomed im always looking to try and improve
hehe good one again SouL I don't like the feet either but, dunno...mebbe the armor piece over the toes make them look too big or break the overall shape of the leg...dunno what not textured yet ??? move on and fill that 256*256 bitmap dammit !!!