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.
And the normal map can give you more height illusion than the bump map. Bump map are grayscale, so you have only 256 level of height. Normal map are colorful, so you can have 16,4 millions of level of height. :) If I'm not correct, please just reply to this.
the ones I've seen and used in the past were 256-128 per face, you really dont need super high res, a blurred reflection usually looks better, you are never going to really see crisp details. the main thing is the light sources and hues are properly approximated in the map.
Yeah the whole building wall is a tileable texture, most of the windows have unique UV's with a normal/ao bake on em. The billboards are unique and those balcony's all have a tileable texture on em. The textures range from like 256 on the smaller stuff to 1024 on some of the larger windows n doors.
the 2009 IGF entrants have been announced, all 226 of them! Here is the entire list of entires this year: http://www.igf.com/php-bin/entries2009.php?start=0 and here is Zero Gear (next to last, yay alphabet!): http://www.igf.com/php-bin/entry2009.php?id=667