Just guessing but each pass has 2 512's for each character, if he used one 1024 that would be 4 512's. 2 more then he needs. 1024x1024 = 4 512x512 512x512 = 4 256x256 and so on.
Hey guys, I started a thread in P&P specifically for this idea. I really like what you guys are aiming for and would love to contribute. Let's just go with NO guidelines but everything we contribute is aimed towards a royalty-free release. http://boards.polycount.net/showflat.php?Cat=0&Number=254447&page=0&vc=#Post254447…
thanks for the positive responce on these, i've been trying to get abit cleaner with my painting blending tecnique, theres more on the way pretty soon but everything has to go through southpeak to get aproved for public release wich is the way it goes. i started a video sketchbook over at conceptart.org wich i thought…
you might want to try and use a bunch of small textures. a brick, window, trim etc... that tile of course. I'd say nothing larger than 512x512, prolly could get away with 256 or 128 for some stuff. be easier to give pointers if you had an example of the style of building your going for too.
Haha Uly, beat me by 5 minutes. http://boards.polycount.net/showflat.php?Cat=0&Number=254817&page=0&vc=#Post254817 Link to Duke in high-res glory: http://mikecyb.shackspace.com/DNF_Teaser_Shot.jpg
Are you limited to greyscale? To distinguish metal from wood, color can be very useful. Generally speaking, metal textures have like-colored specmaps while wood textures have grayscale or opposite-colored specmaps. See here for some discussion about the use of color in specmaps:…
For sub-surface scattering you will have to use Mental Ray. Then assign a "SSS Fast Skin Shader" material to whatever you want to have SSS. I'm not sure what you mean by caustics, again that's a mental ray thing, but if you just mean light bouncing from diffuse surfaces (radiosity), then you can do that by using Max's…
haha... game being slow... my average is 7 fps, I should probably update my 256mb of Rambus RAM... oops. This game is totally rockin though, the snipers are hard to see (from what i've seen playing on a buddy's machine) I've only played the demo though, and from what i've seen, the ragdoll has kind of... Halo2 Syndrom. If…
I think her neck could be better defined with muscle . Slim woman have very defined necks . I also think her brow above her eye is a little to prominate. Why do you have what looks like the eye browse cut into the mesh and if that is the case why are they so high above the eye ? If this is a medium poly girl 7-25,000 poly…