Thanks for feedback everyone, we're happy you like it! b1ll hey Ben, thanks for contributing to our project! attattattack again to avoid confusion, must state that is not my personal artwork (though there I did some art that isn't shown here) my role in this is mostly QA and art direction, in order to fit multiple artists…
You could maybe check out DH's AOE3 work here - http://www.horribledeath.com/2d3d.htm He has wireframes and flats on there... looks like under 500 polys, and a 256x256 texture for buildings, on average. Certainly not anything above 512x512.
cholden, am I missing something? how are you going to map the UVs onto the texture sheet and make them only tile one section of it? for instance, if he puts bricks in a little 256x section of the texture sheet like you're suggesting, how does he make bricks tile across the whole wall?
vig: mmm could be a waste...i mean i could just make a little corner on my tpage and have that brown metal with scratches look and just put all the legs and stuff there, but i figured i had the space and everything so why not. eq: lol vrav: i know what you mean :) thanks rasmus, your tunnel environment is very enjoyable to…
512x512 isn't bad for your portfolio, as you want to show off your texturing skills. But depending on the game the amount of texture space you should use for that varies wildly. If it was a player-held prop, like say a third person game where you can beat people with it or throw it, 512x512 would be okay. If it's just…
SCUMMVM on the DS? How does that handle the resolution difference? My PDA has a 320x240 screen so that works but the DS is something like 256x192, right?
Ok more research (or more the lack of a good central source) What about this one? http://www.prgr.com/product_lcd2008w.htm 20.1" widescreen. .8ms response. .25dp. Users say its super bright (not many reviews though on newegg positive or negative). Widescreen, so I may still be screwed but I realized that a 19" wont cut it…
They're posted in a few different market places. It's really just a patience game. People are only wanting to be cheap and low ball designers for their work, and are only willing to pay $100 or less for a design like these, which isn't even close to enough. Honestly, my asking price for full rights is really low...I…
Here's the first pass ao bake. I had to go with xnormal as maya's native ao transfer maps is still broken in 2011. Can't believe they still haven't fixed that, they still don't support spread, and orthogonal reflection is disabled and there is no option to enable it so depending on the camera you are in the bake will look…
Try running the optimize scene tool (in the file menu). It managed to find the (literally) 250,000 odd animation nodes that mysteriously hid themselves within one of the character model files someone was working on at Tantalus. Perhaps it can track down this invisible error causing node that you've got and kill it.