This is being done in Max. Here's what they said about it: "The diffuse texture for a raceday object should be contained on a single 1024x1024 sheet. Create an Ambient Occlusion map sized 512x512 for the LOD00 model and apply it to all three LODs of the model using a shell material" Is a shell material a shader?
zenarion: Thanks man - spare parts is all they are atm hah! But ive got some characters up my sleeve. rawkstar: Correct these are not real-time, I hope I havent misguided anyone here. Ive been working on a MR shader for rendering good skin, and testing it on some low res models ive been building. Im pretty sure you can get…
I like the model, though one thing you could do is scale the snout in just a bit. Right now, it's a bit difficult to focus on the character's whole face. This could improve it's real-time cinematic appearance. The UV layout looks solid, but there are some thing about the texture that are confusing. The shirt continues past…
Some quick things: this post will probably be moved to the pimping and previews section. Also, it helps to also post the front/side with wires. You only really need one perspective shot. For textures and ut2k3, up to 1024x1024 is a big texture map, and multiple textures are ok. For this character, I suggest of 512x512 for…
jackablade - well this particular test is a texturing test. so they provided me with the "environment" to texture. it's actually really simple in theory. all they want is: TASK- texture this bathroom in a realistic style. 1. unwrap 2. create textures using tiles and symmetry and multi-sub objact where applicable 3. The…
Thanks for all of the kind words guys, I truly appreciate it! Salman: The majority of the assets above used One 512x512 set (Diffuse, Normal, Spec). A few of the larger ones used Two 512x512s, and smaller ones would use 128-256. It was a lot of fun and challenging to work with lower res textures. I really learned a lot…
The big shortcut for quickly mapping buildings and the like with tiling textures is to use UV projectors instead of a hand unwrap and stitch. I don't know the specifics if your modeling package, but in Max you would us a Cube UV map, and then adjust the cube so it is using the proper scale for your pixel density (IE if you…
That's why I liked in back in 2000. Cause it was far more strategic than Counter-Strike.. You really had to fight with a bit of common sense, rather than being able to own with a quick connection. Turret Points, Prone, Stamina, Greater Weapon Variety (which they've added about 8 new weapons from the original 12.. a bit of…
Whats with the very dark hair? Give it some highlights of white,brown and blue. For a 512x512 texture I would expect a little more fine details. Give the face,jacket and shirt a little more texture and it will be perfect. Other then that it looks good.
[ QUOTE ] Wuh? Isn't that the exact opposite of what instancing is for? Surely if you have, say, a tree model and instance it, you can't possibly save any texture memory since it's going to have to load the same texture regardless of if you have 1 or 100 of the trees on screen at once... instancing won't help you save…