If I remember correctly, it comes from the Adaptive Undersampling of textures rendered past like a 256 or 512. Try turning that off and see if that fixes it.
Hey hey Sett, that car rocks ! I loved in the tunnels! >_< ;; (Sqeals in joy) The pulling of the 360's and 180's were hella fun! But I did notice something very odd when you get into the city itself. It lags! it felt like a blew the tires and hit gravel. and I accidently drove into one the buildings, couldn't get out ! LOL…
I'm a Max user but hopefully some of this applies to Maya as well. I'll mostly speak to the pipeline issues with regards to buildings since that is the most common form of modular construction. [ QUOTE ] -what portions are the most time consuming (iteration?, assembly?) [/ QUOTE ]Explaining to others (and myself) what…
StrangeFate: Yeah, the trim was kind of something to throw in there to give some more interest. I've been working on some trims but they haven't been readable from the distance of the camera. The roof is going to just 1 flat surface now. I'm going to add some more colours, chop down the wall texture into a tiling 512/1024.…
Pogo: Aye, I fully expect id to come out with another killer engine, thats always been the pattern before. I always enjoy the spectacle of 'what next'. Verm: Nice to read that someone is using common sense. Theres 512mb cards around and on their way for general use, but we're not that special that we've all got em dammit...
You HAVE to be joking? MESSY? DUll In Presentation? This is for a PC RTS game, not Oblivion or the forthcoming Crysis. If anything they are on-par with Relic's Company of Heroes and most shots show them ingame. Further, I submitted them "as links" - I can organize them as a gallery from another site if need be. As for…
Eek! A lot of replies =) , thanks everyone! I've been trying a variety of techniques, it depends on what kind of rocks you want of course. Usually I create a tiling texture by baking out a sculpted mesh or even use crazybump for it, combined with a normal map painted by hand to get better geometry feeling and less…
Welcome to PC! I took a quick look at your folio. I think your hand painting is nice, I think you just need more stuff to show. The bazzar looks cool, but missing some breakdowns on it like wires and texture sheets. I think the texture size for your props are too large and probably should just be a 512, but its a portfolio…
I honstly have the impression he is already there. :) Anyway: Great goblins. Its amazing what one can squeeze out of 512 textures if done right. Good luck with everything.
You could maybe check out DH's AOE3 work here - http://www.horribledeath.com/2d3d.htm He has wireframes and flats on there... looks like under 500 polys, and a 256x256 texture for buildings, on average. Certainly not anything above 512x512.