The model has some fun cartoony shapes going on, but the texture doesn't really feel like it fits. If you're going for low super low poly with flat colors, I'd bake some lighting in there to really push the volumes. Work in some vertical gradient to draw attention to the face. Keep the texture resolution down to something…
As a personal point, when I started learning hand painted I also gave myself really small constraints on texture size. It's really easy to get lost in the weeds when you use a 2048 for tiling wood or a grass plane or whatever. I started with smaller stuff like 256 or 512 at most. When you're limited it makes you really…
Well, since the very core feature of my throne are bones..big piles of animal bones... I thought I'd make some.. right on schedule :) For the first test (which I will keep in the end) I used really cool script, debris maker, to generate few shrapnel and twigs. I ran a simulation which gave me a basic shape for my low poly.…
Been fixing some changes, fixed an overheating gpu. I have three UV's total for the car. One for the wheel (1024^2), one for the body (2048x1024), and one for the secondaries (512^2). The secondaries are the logos, light textures, and grill. I've seen this done before so I'm hoping this is acceptable instead of a 2048^2…
Low poly with ao and normals. Will be taking it into substance painter and do most of the work there. I chose to go 512x1024 on the map to allow for the middle of the body to have as much space as possible to get the warning stickers and instructions in fairly clearly. Maps:
Both of the video cards you mention will have very limited and poor performance texturing in Mudbox 2009 and 2010 because of the small amount of on board vram 256 MB. Mudbox texturing relies solely on the ram on the video card. I would suggest 512 MB minimum and you really should try to get 1 GB vram or more. IIRC Mudbox…
philem- also if you look at the video I posted on Vimeo around 51secs in you can see the Resymmetry tool in action. If you watch the vid you can see I've calculated symmetry on an asymmetrical mesh (this doesn't actually make the mesh symmetrical yet, only calculates the topology.) Then at the 55sec mark I ran the…
thanks guys. no detail map, made it as a first person binocular thing so the etxture is pretty big, 2k x 1k. works pretty well with 1k x 512 aswell.. heres a final render i think, starting on something new=) [ame] http://www.youtube.com/watch?v=GK2Mbj2_6oM[/ame]
With such a large distance, I'd try seeing how the texture looks sized down to 512x512 or lower. You could probably get away with fewer tris as well. I mean, it looks pretty good as is to me, but if the player isn't getting any closer than what you pictured, I'd try to customize the model and texture to that distance.
hi ted I've never had this problem before but its giving me an error when I run nDo The error reads Error 519: Server interface error" -Server interface error 'No component returned from CreateWidget' Line: 156 -> var m_Group_GeneralOptions = add('group', undefined);