The texture pixels are larger than the screen pixels. If you want better rasterization detail when close to a surface, you could try Detail Textures. http://wiki.polycount.com/wiki/Detail_map
@BucketOfNuggets Thanks! Hopefully there will be more! :smiley: Here are a bunch of test screens of environment ideas: Might continue making outside environments or maybe more characters! Lab: Generator: Industrial: Industrial_2:
Disregarding the texture for a moment, your polygon distribution could use a tweak. Large tubes generally get more sides, because they're bigger on screen and thus the sides are more visible.
@adam: I assume this is the general Idea of the effect you're wanting? this was throw together but yeah its possible. here's a screen grab: edit: oops, guess you beat me to it hah.
Update screen shots of scene worked on adding more detail to the scene with the signs and windows and tweaking the lighting. Some Assets still need texturing and at the moment have basic material on them
http://www.youtube.com/user/Sandeirman?feature=mhee#p/u/3/yK2gYc8N1FQ how can i put a little youtube screen in here so it's not a stupid link like it is now?
Trying it on a Galaxy Nexus, get the crash at launch or after the login screen. Just sent a report for it, included my forum username in the notes so you can identify who it's from.
love the idea of an old chair thats kind of decaying (with the moss and stuff) i personally prefer more saturated colors, but thats my pref....could also be my screen :P
Here is another overall shot progress. I was playing around with lighting and fog a little. There is some weirdness going on due to LODs, but, I posted a bunch of new screens on my site :)
Can't believe you Quixel guys put picture of my gun in your spalsh screen of 1.6, feel so happy now! Here is the splashscreen Gun and here is a new one