UV Space is relative, it doesn't actually know your texture size/mesh size directly, however: - IF you have a plane of 1x1 square meter - AND it has a shell that fills the whole UV - AND you expect to have a 512x512 pixels texture - THEN your texel density is 512px/m.
Hi! Sorry for no updates until now. I have done some retopo, which probably need some optimization, but here is the current state (only normalmapped lowpoly). The triangle count is 7022 and normal is 2048by2048 pixels. These are absolutly the highest values i want. c&c are welcome!
This is really cool work! Keep going! It helps to make sure the forms "read" from a distance, by scaling these way down and looking at them that way. Do they still communicate their player class when they're only a handful of pixels tall? That's one of the signs of really a good character concept.
thanks a ton! :D now I know whats causing it. since my target size is about 1400 pixels wide I could do normal print screen in the worst case scenarios. shame to loose abit of that extra crisp from highres shots but oh well :)
For anything game model related use printscreen. Throwing a pre-rendered light on a real-time model never looks good to me. It doesn't give a lot of indication to what the model would look like in a game that uses real-time, vertex or per-pixel based lighting.
hahahahaha you know who is fixing up the next one Nah seriously, we both don't really have the ... time (yeah, thats a good word) to do him. He only was released because Per felt the urge to do him in with pixels. See it as ... uhm a lighter.
I think you should work on your textures more. Everything ranging from pixel density to detail, etc. I'm not sure how your UV layouts are. You should probably include texture flats in your portfolio or on here for a more detailed crit by us polycounters.
the color scheme feels very solid his knightly armored boots look like sleepers... how about if the sword strap and his arm straps featured the white+ruins design of the calf straps? as for the texture: the straps-lines are too pixelated, considering how smooth is your rendering.
i think in this case, an alpha test (instead of a blend) is totally worth it for the pendulum. from any distance further than your screenshot, those polygons are going to be like pixel/subpixel size, so theyre eating up more resources than theyre worth visually. use a plane with and alpha mask.
Why the totally random pixel density, if you dont mind me asking? You could have either a) used a 1:2/2:1 texture, or b) split the main body in areas that have actual geo splits where the metal is. I feel this would look quite odd ingame?