MTM 8 Sweeper: [March, 2013] I got inspired by MTM 8 of Black Mesa (Half-life remake mod). I transform it into sweeper for Mars mine (blue is opposite of red sky color). The robot has 20 250 triangles and 1024x1024 textures. Pictures are taken in Marmoset.
The rock texture size is really excessive given the relative size & importance; a 256 or even 128 would work as well. On the sign, over a third of your polys seem to be on the rope, and a large portion of your texture is on the rope as well; this really is a bit much for an accent piece. I'd have spent more of those…
Monitors are in such a weird place right now, there's a bunch of "new" tech that is becoming affordable at the same time, but you wont be able to get all of the new tech in one monitor. My advised would be to get a 2560x1440 IPS or a Ultrawide IPS. 4k isn't worth it right now. But some upcoming features to look out for:…
That could be the case, unfortunately. I was gonna say I JUST got this PC but actually had it for about almost a year, I think. I've always been a bit crap at installing new drivers. It's a weird process :/ I uninstall my old ones, go to the site and download the new one, wont let me install because Windows is searching…
Price/performance wise the 2600K really is the best out there, the 2500K isn't bad if you're on more of a budget, but at $300 or so the 2600K is just awesome.
maybe this is helpful for you.. atleast for previewing.. I don't think you should turn it off permanently.. https://answers.unrealengine.com/questions/25898/how-to-disable-texture-blurring-based-on-a-camera.html
What ZacD said. In a perfect world you would load a texture the size of your final light map into your UVing package and pixel snap your UVs to ensure all verts and edges fall onto one specific pixel... But since that's unrealistic, I tend to (in Maya) let it auto-layout onto a specific resolution so that there's enough…
I just color my mesh red/green/blue and load each channel as a selection and use it to mask off areas. It gives you a crisper edge than the magic wand/color system. You can use secondary colors (ie, 255,255, 0) and selection subtraction/intersection to isolate up to 6 masks if you need more fidelity. With the magic wand…
The game is top down but you can get quite close, so I'm looking at a few thousand polys. Heads will be split from torsos and will need to be modeled with good edge loops to allow for facial animation, but that wont be part of the briefs yet. Normal, spec, and diffuse maps will be used. For textures we are looking at 512…