[ QUOTE ] Yes, watching movies on a 192 x 256 screen sounds like a great idea. </sarcasm> [/ QUOTE ] Reminds me of a short clip of David Lynch commenting on the iPhone: http://youtube.com/watch?v=wKiIroiCvZ0
You can't. That's the resolution that the items have been set and those are the restrictions you have to work to. In future if you wanted to work at a higher resolution and then downsize later you should always work in a multiple of the base restriction, ie if it is 512 x 128 Then you could work at 1024 x 256.
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.
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.
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.
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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…
Hello everyone. Posting up a character i made sometime back. He is one of a series of similar styled characters for a game idea i have. This particular character weighs in at 996 tris. if anyone wants to see more, let me know and i'll post up the rest of the series.
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
So I finished up this model recently and figured I would drop him for some critiques. He was from a 48 hour game jam at our school. I would say 3 solid days of work put into him, and I used a photo as a base reference for my face painting. 1956 Tri's wires (minor proportion changes but geometry is the same.)