That's exactly what i tried to do, but every time i did anything it looked worse than when it was just a flat color. anyways here's the flat. it's a 256.
Wow 1048 samples is insane, I usually use 128-256 samples. Have you checked to make sure there are no overlapping uv's or double faces in your geometry?
I've found plenty of links that lead to dead ebay auctions. 256 pixel thumbnails don't make good references. And all of my previous issues with it still stand.
great and inpiring work, man. However, I find that textures could be 128x128 instead of 256 (except for newscaster - she is ok). But if it worked well in game, it`s ok.
hehe reminds me of the ol quake rottweilers. Your uvs could probably be more efficient though, I think the texture should be less blurry even for a 256
AFAIK they use higher bit depth textures when needed, like 16bpc displacement maps instead of 8pc (256 grays). They're not as concerned about memory as we are!
I remember from editing quake 3 content that they say that a 256 x 512 was just as expensive as a 512 x512... Is this true for all games or was it just true for their game
This pretty much just agrees with everything that's been said, in tutorial form. Check it out. Very informative. From the Wiki: (Things like this sure can make max look appealing) http://www.polycount.com/forum/showpost.php?p=1115091&postcount=156