put more contrast in the zbuffer to understand whats going on in there open up an image with an according zbuffer in photoshop like this http://www.ixbt.com/divideo/ae-plugins/3d.jpg http://www.ixbt.com/divideo/ae-plugins/zbuffer.png put the zbuffer on top, duplicate it, blur it by X pixels and set its layermode to…
- Texel density. I spend too much time trying to do super nice and clean pixel details, which are destroyed by uneven texel density and sometimes compression. I need to find some Maya scripts to help me visualize texel density instead of the various checker patterns. - ZBrush. Moving around in ZBrush and doing anything…
I have seen it done in many different ways... one texture page per prop, one texture page for many props, many texture pages for one prop, and in every case it seems it was the right decision. However, the most common method is one texture page per prop. I don't think one texture page for many props is the most efficient…
This doesn't affect anything, by the way. With how that gun is held, I'd say you really ought to re-vise it so that you can only see the top/front of it (for the FPV model). For the world model you'd really want to cut this down to a much lower triangle count. Consider how large it would be on the screen at average…
Learn a bit of HTML and CSS. Probably one of the better things to do is to download a free CSS template off the web (just google it) and customize it to your liking. It doesn't have to be overly fancy, just as long as it's easy to navigate and you show your best work ASAP. No flash or any funky galleries. Ideally you just…
Where I'm at we work to a specific number of pixels per metre and use tiling detail maps to add extra snazziness where required. This keeps everything consistent and means you're only using as much memory as you actually need for a given asset. Like tri-count, texture resolution is entirely dependent on circumstance. I'd…
I don't know what it is, but something about the composition looks wrong, maybe its the random colors but something feels off. It may also be the lighting as well the scene looks very flat, almost like there is no specular. Alot of the textures seem to be very low resolution or very low pixel density and look very muddy.…
P.I.M.P. This is a very cool idea and I'm really looking forward to seeing you progress with this. Since the only reference image we've got to base this off of is directly from the front, it may help to post a straight on view of this bad boy. I do agree that the monitors are low, and from this angle it looks like the…
Generally you should run any LCD at its native res, or exactly 1/4th or so, which in your lucky case would be exactly 1080P. So you shouldn't have any problems there if you need to do that. Its possible non-supported apps with just run at 4x mode (1 pixel for every 4 in the ui) which again wouldn't be the worst case. I'll…
They probably used some sort of textured brush or overlay. You'll probably get more help if you post your attempts or explain exactly what you're having trouble with. To answer your question about photoshop, yes you'll probably need some sort of pixel based image editor for game development. There is also a section of the…