I was working on this velocirator a while back for a school project, and now Im about to revisit it to improve it. So I would LOVE some feedback on all the things I can make better. Its now about 9,7k tris, and Im hoping to reduce that. Its using a 1024 and a 256 for textures. Renders are Maya viewport. New image: Old…
3dgamestudio supports md2 right? i cant find the link anymore so i have to post the code... ^^ edit: its maxscript so copy/paste it into a txt file and rename it to md2export.ms than put it into your scrips folder of max and have fun <font class="small">Code:</font><hr /><pre>--MD2 Exporter --Version 1.01 for max 4 --Adam…
Your bricks are clipping white on some of the corners there in your heigh, which means they would flatten out there. Tweak your bake settings so your height data is within the 0-256 color range.
yes, i would go for 256 on things such as this. "you have tons of detail, the more you observe you'll find that its not detail you are after, its nuance, differentiate the two and successful you will be." -yoda
So I done some tests with the floor and normal maps. No texture yet. I made the floor in 256 unit long sections. They snap together fine, but when I rebuild the lighting I get this problem with the normals where the pieces join. Any ideas what this is and how to fix it?
In my current build Ive gone for an i7 3770 and a 256 SSD. Can I ask why the ssd is such a big chunk of your budget? Theyre quite cheap now, dont get ripped off. Also, a PSU of that high a wattage is wholly unneccesary if youre not using two GPUs.
I recently bought a laptop Lenovo T6000 series pricessor 4 gig ram 9000 series nvidia 256 meg ram 250 gig HDD dolby sound with hdmi output and bluetooth all for US$800 in hongkong I dont see what the fuss about macs is
I don't know Dane, it looks like they used their texture space fairly well altthough you could easily scale that to 256 texture without loosing any detail. It looks loads better than the majority of this recent boom of quake 3 models. Good work, keep it up.
I've wanted to try 3 sizes of an MMO monster. Same type, but different levels and details. Large (2x player size) 1200 tris- 512 tex Mid (player size) 600 tris - 256 tex Small (1/2 player size) 300 tris - 128 tex
Partly, but not fully. While it is true that the importer requires very lowres textures (128*256 in the case of a Pudge head piece), there are obviously other problems here, as shown by the faceted look you are getting in the portrait preview screen.