Thanks guys! I'm working to add more color. I'm finding that it's kind of a balance between looking interesting and drowning out the forms. I'll post the latest iteration in a while, but for now I'm going to address DDuckworth's request. DDuckworth, I'm really new to this too, this is my second building so I can't claim to…
Hi again, This is one of the many enemies you'll encounter in the game, the design of the ship it's based on the purpose itself, it's a kamikaze ship so this enemy it's not gonna be shooting at you. This is a 512x512 image but in the game it has a size of 128x128 pixels. I hope you like it! Cheers!
Thanks chris, Ya you got a good point there, I've designed these textures to work well even when normal mapping isn't involved. I would've probably used less shadowing if I were working on UDK tho. I've started to put togther the wood frame, the texture isn't final. I'll add some color variation once its all stitched…
1024x1024 is no longer the largest you'll see in games. The Xbox 360 had 512mb of ram, and most textures were around 512x512 or smaller. Now consoles have 8 gigs of ram, so 2048x2048, or multiple 1024x1024 textures for a model is possible. 40k tris for characters in "next gen" games seems to be common. Art tests normally…
Wow thanks everyone! I really appreciate all the nice comments! :) It was my favorite gameloft project for sure. It was a ton of fun to work on! Something about painting on a 512 texture just feels right :P I should probably also clarify that only a few of the characters had super strict deadlines, I think most took around…
This was great advice. I have been spending more time looking at architecture and over the last year or so. I was looking through a new book (http://fr.phaidon.com/store/architecture/this-brutal-world-9780714871080/) and was amazed at how diverse and different brutalism can be from what I've grown up seeing. Anyway, I…
Are texture atlas still used nowadays? I mean, I understand how making trim sheet textures (cramming 4/6 trims on a 512*512 texture) being useful, but doesn't actually cramming loads of textures on a gigantic map ends up being actually worse for the memory buffer and will cause loads of texture streaming problems?
Just tried baking this for you. Brought into Max, lowered low poly plane below highpoly mesh. Re-UV'ed the plane to make sure it was perfectly snapped to grid. Added Cage to low. Exported as .SBM for both Low and High. Had problems with the normals exporting correctly so I set hi-poly to 'harden normals' 0 Bleed. Baked at…