Good points. To further organize the maps, just condense them into a lower resolution on a single image to save time and bandwidth. Just put your color, spec, normal, and beauty shot into a 2x2 arrangement.
I was just playing messiah a few days ago, and from the way it looks, it apears to be some sort of primitive normal mapping system, but given the hardware/system specs of that time it doesnt seem possible...
Ah sweet, thought emissives were only black and white. I guess I should have learned when I though specs were just black and white. Thanks a ton guys =)
Renderhjs: do you still have the results of your CSx performance tests? Either a quick video recording, or simple figures, specs and screenshots. Harddata like that would really benefit this adobe person.
cool site man! I think you should maybe also mention some of the specs or show the texture sheets =) , I know these are very very optimised props but an outsider couldn't really tell!
Very cool stuff. I like your texture work alot, although it looks like there is too much spec painted into the diffuse? Either way, I like the style. Thanks for the tut too.
This is what i have for this SKREE creature with a diffuse, normal and spec map applied to it. I made the carapace shinier than its flesh and the toothy bits and i tried to make it insect-like. crits?
I was checking its specs out today, looks interesting. It'll only be as good as it's community/developer support of course- Ill get one when/if it'll run a bunch of emulators flawlessly, but only then.