Hello Eric. The model is the rifle of which the sling I'm talking about in the other thread: seen from 3d person. Not customizable with other parts than the ones listed. I don't know abou hardware and the rest: I've though that anything may be scalable, with both engines today. Rifle body 1024 map, scope 512, retractile…
Rough color and shading block in. It is muddy because I started out in a 512 x 512 to see how it would come out first then I bumped it up to a 2048 x 2048 so I can clean it up add detail then reduce it back to 512 x 512 for my own personal goal restrictions. I find this way really makes the 512 clean.
Yeah, game engines have materials, but then you'd have to make some sort of material map to separate the specularity of the different materials. So you'd be easier off just making a spec map. And Matt is right, 512² of each texture. the 512 limit means you can't use separate sheets as in: 512 for the head, 512 for the…
In the game project me and my team are working on, we made our own terrain solution which uses heightmaps to set each individual vertex, for example a terrain with 512*512(actually its 513 but for simplicity i will use 512).Then we use a 512*512 heightmap and use the y values for height(x and z represent the verts in our…
Thanks for your suggestion. Yes I think I finally have to work on it manually. Because UVW X-form can re-size the UV from 512 x 512 to 256 x 512. And it is working fine unless I assign one single unwrap for both elements, I mean one square and another non-square. One way or other, both UV's must be of the same dimension,…
FYI: single 8800GT is much better than an 8800GTS 640. I dont know what nvidia was smoking when they came up with the names for thier 8800 series of cards. The 8800GTS 320 and 640 are NOT THE SAME CARD as the 8800GTS 512. The 512 version is much faster. it was released much later when nvidia decreased thier die size. the…
I have to agree with CGvanHoudt. If I was making this asset (assuming that it will be an in-game asset) I would be using a 512 for everything but the glass. The glass I would have on a separate 128 with alpha. that way you don't have a 32 bit 512 texture. I wouldn't even bother mirroring the UVs, a 512 should contain more…
havent really done a proper building so i thought it would be a good thing to do.. reference is from google maps 532 w hastings in vancouver. http://img687.imageshack.us/img687/3715/refha.jpg heres my progress so far, i highlighted the the individual pieces of how im building it. i have dont alot of multi sotry building so…
hi guys i always have a problem with baking when i bake my AO and render a UV and open it with PS and replace them look wath i got :poly127: AO ; 512*512 and Wire : 512*512 :( how i fix that ?