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
For everyone who's doing the character modeling. Just remember this while looking at the character. Hopefully this helps you all out. It also has the ingame animation too. http://www.lolking.net/models/?champion=266&skin=0
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.
Ok it gives me 256 components, but its still grayed out. Should i render out my heightmap at 2017 aswell? EDIT: Ok im trying to rebake the heightmap as .raw instead of that .raw16 format.
True Spudnik, I notice I imported the textures in 1024, I need to resize them to 256 and see if a smart sharpen filter could help. Also the normal maps are not showing too much of the details at all.
Dude I am SOOO ignorant of these terms. What do you mean by "256 PPM"? Also are you suggesting that for the pillars that the top and bottom bases of the pillar should be 1024x and the middle tier of the pillar should 256x?
WOW!!! that is amazing! i love it! can you please post your textur flats, because i think it's absolutely amazing how much detail you pulled of with just a 256^2 texture! truly amazing!
[ QUOTE ] Yes, watching movies on a 192 x 256 screen sounds like a great idea. </sarcasm> [/ QUOTE ] Reminds me of a short clip of David Lynch commenting on the iPhone: http://youtube.com/watch?v=wKiIroiCvZ0
You can't. That's the resolution that the items have been set and those are the restrictions you have to work to. In future if you wanted to work at a higher resolution and then downsize later you should always work in a multiple of the base restriction, ie if it is 512 x 128 Then you could work at 1024 x 256.