Hi here is a mosque I did based on Stainless Steel art test. I believe it has 600 tris forget at the moment, and a 512 x 512 texture with alpha. Let me know what you think. Thanks. Alex
Medkit prop from a concept by David Heidhoff.My goal for this was to develop a texture optimization workflow.2k verts,4 gray scale textures at 512 each and a 512 normal.
Uh, if you're doing a 512 for the head you should be doing 512 for the rest of the body. Thats just a too large of a gap between 2 main areas like that.
I remember from editing quake 3 content that they say that a 256 x 512 was just as expensive as a 512 x512... Is this true for all games or was it just true for their game
It goes both ways, you get people who glorify something that is really a piece of shit, such as Revelations 2012 on Gamespot: http://uk.gamespot.com/revelations-2012/platform/pc/
Hoi! Does someone know if gameengines can (usually) handle materials where the alpha is, lets say, twice as big as the diffuse and normal map so: diffuse: 512^2 normal: 512^2 alpha: 1024^2 thx :)