Since you're going to bake those details into a normal map, it all becomes a question of what texture resolution you plan on using. That depends on how important is your asset compared to the rest of the environment and how powerfull is the hardware that you're targeting. I think there's no "right" answer for that but just…
use instances on your high poly meshes in max, that helps a lot, also.. as mentioned in the tute, no need to go crazy high witht the polygons because you cant capture mor than one poly a pixel on the texture bake space, so for example a 512x512 texture map will not be able to capture any more info of off a high poly plane…
PS3 sounds awesome and with Devil May Cry 3 and Metal Gear Solid 4 im sure i'll be buying one ______________________________________________________ Sony also confirmed the PlayStation 3, will use Blu-Ray discs as its media format. The discs can hold up to six times as much data as current-generation DVDs. It will also…
Benchmark results: 1280x720 AA off Volumetrics - low Post proc - med all else - high Avg fps - 14.61 machine - Dell XPS notebook core 2 duo 2.3gig nVidea geforce go 7950 GTX 512mb 2 gig ram Win XP It's playable, but if I want it sweet I can set all to medium and 1920x1650...
As mentioned above, in DXT compression, using the alpha channel will double the texture size. This means that you'd actually save texture memory by having your decals on a half-res separate sheet with alpha. For example, 512x512 main texture (no alpha) plus 256x256 decal sheet (with alpha) uses 3/4 the texture memory of a…
A stylized Quest Board to be used in an RPG setting that I am playing around with, not sure how else to build upon the world and art direction but I am enjoying myself so far. Polys: 1,528 Tris: 2,973 Textures: 512x512 More images and the 3D Viewer on my artstation: https://www.artstation.com/artwork/WzxLN
Here's another shot, I highlighted the edges of the wood and skewed the roof a little more. **There are 8 512x512 textures used here - the plan is to reuse these throughout our other structures.
We've been doing this a lot. 1. Model the mesh in mostly quads, as evenly distributed as possible. 2. Put a UVW Map modifier on it, set to Face. 3. Use UVW Unwrap, and scale the UVs into each quadrant as desired. Each quadrant needs a mip border, or you get bleeding. We found 4 pixels was good for 512x512 used on the…