In Myanmar now I get intermittent 512kb/s through a mobile network.. and when I mean intermittent, I mean it connects for 10 seconds for every minute so its actually alot lower xD.. but 700 wtf.. I want that so bad..
I think you have a good foundation and I like the way you display your pieces. It's consistent but more importantly the breakdown shots really help shine a light on your process. Which on the surface might seem ok but here are some things that I see that kind of hurt your chances, once you make it past the HR Firewall, but…
haha thanks very much ravanna, its partly down to the fact that i left university thinking i would fall niceley into a paid position then reality smacked me in the face and ive pretty much done nothing but work on art since leaving hoping ill get a job at somepoint but if anything the situation has made me more focused on…
@skyline5gtr In fps like COD and Battlefield scopes and accessories generally get there own uv sheet so that they can be used across multiple weapons. Rifle will have 2k, Scope will be 1k, and the bipod will be 512. Rifle: 6981 Scope:6678 Bipod :2791 Total: 16550
Finished up the 2nd Civilian texture variation. Same specs as the other civilian, 396 Polygons, 16 Bones, 512x512 texture map. If you'd like to see more of the pack check out: http://www.indiegogo.com/projects/character-asset-pack/x/2305754
As poopipe brought up: pixel density is the most generally used approach in determining texture resolution. For instance, whereas a third-person type of game might do with a 512x512 texture for 2x2 meters a first-person-shooter might need either 1k or 2k textures to cover the same amount of space. The height and distance…
Use VectorDisplacement compression, it will quad-ruble the file size, but since UDK already has a hard time reading above 512/1024 UV coordinates in texture form, it shouldn't matter too much.
riznof : those texture resolutions are the PC texture resolutions. Every texture of the game (except the diffuses maps) have been downsized by 4 for the Xbox360 and the PS3 versions (ie : a 512² on PC became a 256² on previous gen consoles)
Yes, that is better for one object using one texture. I would advise making sure you relax and/or unfold your uvs. There seems to be a tad bit of stretching in areas. Actually, before applying the end texture to your material in maya I would assign a checker texture to see the stretch areas more blatantly. You could use…
Oh so very old: 2005: http://boards.polycount.net/showthread.php?p=570299 (I remember but can't find older threads) 2007: http://boards.polycount.net/showthread.php?t=47753 (finally shipped) 2008: http://boards.polycount.net/showthread.php?t=51042 (They've moved onto something new) It costs that much because its been in…