Bottom-left is the UV layout for bits that will have transparency (the flipper, tail and feet), and bottom-right is the body, "leg" (stumpy as it is) and head. Both 128's.
lets see if you lads can multitask. http://www.kongregate.com/games/IcyLime/multitask my high score so far is 108 :D edit: now its 123 edit2: now its 156
Namco Bandai disagree. As do most of Japan. And the Japanese are extremely environmentally conscious (barring of course, the unavoidable Fukushima incident). Also, there are only 128 Million Japanese.
already done ^^ but 128 should be enough no ? it was 32 by default .. this is weird because when I Unlit there is no seam noticeable just when light is on in interior this is just bad :( (
Hi ! The material preview of Maya, on a sphere, is really boring, I could not recognise my 128² tex on spheres. Is there a way to show materials on other premitives or just on a plane, in the Hypershade ? I searched but didn't found anything.
Make a layer with mid grey (128 RGB) and put it below the convex and concave layers. Set the convex layer to linear dodge set the concave layer to linear burn
Here's the first one others still rendering. I also rendered on 128 grey (which is also how it looks in Photoshop/Max) but on uploading it turned white. Sorry.
Nope, UVs aren't bound by texture sizes. They're just coordinates that are relative to whatever sized texture you use. 2048, 4096, 128... it's all the same to the UVs.