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.)
Exactly. Engines Mip in powers of 2, so try tI have your atlas divided more evenly. Ie, have every side of every atlas element a power of 2, so 64, 128, 256, 512, etc. I wouldn't reccomend atlasing in thirds like you seem to be doing.
With a lightmap res of 1024, even with that few assets, you're throwing video memory clean out the window there. With 12 assets, even if it was just 1xDXT1 per asset (it's not, it's several times more) that's 12mb of VRAM for a small part of the scene. 256 might be overkill. I would not be surprised if the game limits…
I'm not exactly sure how this works, or the reasons behind the limit of exactly 512, but you could always take all your textures that would be on screen at any given time and simply see if they all fit on a t512x512 space in PS. Example: 4 x 256 texture sheets = 1 x 512