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.
Been pimping this in the w.a.y.w.o thread. Hope the UV´s are ok, if not change as much as you want. :d 256² for the body and 128² for the head. If someone wants to do something with this, feel free to post it here. Comments and Crits are welcome. :) http://mihd.net/yo7ivfn…
An exercise in project follow through, poly flow, ...well, everything. Shooting for low phone specs. 500 tri max 4 characters. possibly all 8 bit textures w/ alpha if needed. Meshes are close to final, textures/uvs need some work. Tank. 340 tris (x2 with bile), 256 tex. Jockey witch bile
You can't make unlimited loops in designer - it's a deliberate choice by the developers. If you wanted a 256 iteration slope blur, the best way to do it would be to use the automation toolkit to build the graph - you can use loops there
His SciFi hallway is breathtaking, made from one 256 X 512 texture. Also for the future of web based HTML5 these techniques are supper relevant. http://www.polycount.com/forum/showthread.php?t=89682 [vv]35470093[/vv]
Your height map should be at 16 bit colour depth per channel. At the moment xnormal has only 256 different shades to work with, which isnt a lot when you have such a smooth height map. Cheers
that texture is great! model looks ok too! you might need an extra loop around the shoulders for better deformation though. And i'd probably try texturing it with a 256 texture. could you post the flats? keep it up!
Alright, i'm all packed. Leaving tomorrow to start the journey down there. Is anyone still meeting up? O.O Call me if you want to. (256)694-4332 (Cell phone I have with me at all times.)