That depends on the engine. JPG is an absolute mess internally, so it's not ideal for games at all. Web graphics use JPG just fine because some data loss is acceptable. Normal maps need to be saved in a loss less format because the pixels represent directions and not color. Typically you save all your texture maps in the…
I think it looks great. I agree with Asthane about the rust, though. If you paint in some alpha areas around the rust, it'd really add to the realism of it. Another thing that bugs me, is the spec map you used in the first pic. It's about 90% more intense than it should be. The truck's paint is old, rusted and faded from…
I can't say anything about Max in particular, but UV co-ordinates are stored with a floating point number from 0-1 on each axis rather than pixel values, so while some programs can only display a square UV space, games will interpret it properly. One thing you can do is lay out your UV's from 0-2 on one axis (That is, half…
I got a 24" non-HD version to use for my PC and PS3 a week ago. It's awesome. Very happy with it. I spent a month looking for the right choice and I think I got it. Pros: -Very sleek and appealing to look at. -Frame doesn't distract and break immersion. -Lots of ports (HDMI + DVI + VGA + more) -Decent colour/contrast for a…
Zergxes: Tried it out, couldn't get it to work right, it was giving me crazy coordinates for some reason; I'll play with it some more, though. Stoofoo: Yeah this guy was just some practice on trying to finish up something I started; thanks for the crits! We recently finished our entry for a competition at shmup-dev.com;…
I assume we're talking about POM rather than the wider idea of a parallax material (ie. a UV offset based on view angle which is basically free) POM is texture read and pixel cost heavy (cos you're basically raymarching), but it is scalable, you're saving memory by not loading a dense mesh and (importantly) you can apply…
IMO there are great documentations and youtube tutorials covering the basics, but first problems appear when you want to do something more than just standard bake from high poly to low poly. For example I still don't understand the tangent orientation (right/left-handed) and calculation (per-pixel/vertex) in MT4. All the…
Hey polycount I trust you guys know All The Tech Stuff so could you spare some recommendations for a work laptop? Budget ideally is around $1000-1500. I already have a solid desktop, I've just realized recently that being able to work on the go is really valuable for my current lifestyle. * I do a lot of pixel/2d art so…
Last couple of days I've had issues baking textures for this asset: This is the hi-poly: Normal flats: I'm mainly using mental ray with 1 - 64 samples per pixel and a 2K texture (I'm planning on using a 1K texture, just wanted to see if I could up the resolution to fix some of it). I may be trying too hard to get that…
I'm making a quick indie xbla game with some old friends of mine. I'm a rigger/animator by trade (modeling/texturing isn't usually my thing) so I could really use some advice on the character art/design. Also I'm the only artist on the team so I'm really thirsty for any feedback. The game is a side-scroller so I'm…