Also, test test test test, with simple geometry and smaller render sizes (256 or 512) so the tests go fast. That's probably the best way to learn. And post images of the problems.
It makes no sense in adding it to WIP shots, and even on your final shots I'd keep it to a minimum. Plus, if your maps are 512 and 256 they're definitely not full size in those pictures.
You should definitely bring that chest and belly up a bit. http://www.taylormadestallions.com/Domains/www.taylormadestallions.com/CMSFiles/Images/Horses/MainPhotos/953/Unbridleds-Song-Photo_resized.jpg http://thumbs.dreamstime.com/z/horse-profile-21561259.jpg Other than that it looks great so far.
Yes. Go look at my ue4 cga shader / designer cga filter posts to see the results. It's totally doable but a shit load of work when you're dealing with a lot of colours (like 256) - which is why I stuck to the cga pallettes (max of 16, usually 4) Is it pointless? Yes. Is it fun? Also yes
make long textures (EG 256x1024 for 4 x 256 tiling tex) and split mesh in one direction... its pissing in the wind unless we know a few more details though
A question, is 600 watts enough for the video card i mentioned radeon 5670 and an amd phenom ii 955? For the mother i am really looking forward to a Gigabyte Ga-m68mt-s2
i would say instead of 2 2048x2048s i would use a handful of 1024s 512s and 256s Since a lot of this whole scene should just be tileable textures and then adding some decals.
Thanks man. 512*512 for the body and 512*256 for the heads/weapons. And well, I've been a 40k nut for a long time. I know everyone makes 40k models, but why the hell not?