128 sprites per screen. The sprites can render in front of your 3D scene, or behind it. http://www.google.com/search?hl=en&safe=off&hs=wob&q="ds+sprite+limit"&btnG=Search
Awesome, thanks for the quick fix. Default was 128. 512 was sufficient for me to get clean results, but holy hell the render times went through the roof. Starting to wish I bought an i7 when I built this rig.
If you are ok with just 128 megs, the 6600GT series should be fine. (Stay away from the gigabyte brand. The heatsink is held on by thermal tape vs a clamp and thermal paste method {I found out the hard way :/ )
Shit, nice layout on those UVs, conte. 256'll be a snap after working exclusively with 128s and smaller for the last few weeks. Slaught, thanks again for the SDKs, these'll be fun. You're like a damned modelling machine.
Whenever i go to bake the normals for this particular mesh, I receive this error: I'm baking the mesh at 1k with 128 edge padding and the default renderer. Not doing anything fany. I have a High/Low/Cage and I'm encountering this error. Any suggestions on how to fix this?
I'll add a little more to this 128x128 on the 360 stuff: If your engine uses interleaving and you're mipmapping all your textures, anything smaller than 128 is most likely going to take up 0KB after interleaving anyway.
Im pretty sure setting it to black will push it down, i may be wrong, but wouldnt 128 be neutral, and above and below effects it. Why not just save it out as a brush once you have all your alpha properties setup?
MAX offers $123 or so monthly subscription. Anyway I'd say go with Blender. When you get hired into 3DS MAX based studio, you should be able to recall all your MAX muscle memory in a week.
Just a fun little thing based off a concept from Next Level. this guy is 1013 polys and fills up (1)512 (1)256 (1)128 texture sheets for each channel. I got lazy in some parts but ohwell. Took about 9-10 hours.
LATEST: I know this doesn't count! I'm doing it for fun. I always liked this so I'm making it http://www.esportslatino.com/wp-content/gallery/ut3/UT3-3.jpg Currently using around 2/3 of a 128. Getting the polycount down will be tough http://chrisholden.net/lowt3_01.jpg