Testing the low poly I never baked a high poly model onto a low poly, the tri count is less than 600 with a 512 spec and normal make, so I have a lot to play with.
yeah you dont want to use a resolution like that, the video card will size it down to 1024x512. you need to use textures in powers of 2, ie: 64, 128, 256, 512, 1024, 2048, 4096......
So Im finally ready to put this one into the portfolio as well, final count is 2972 tris, 2 512 maps. If you see anything that could be improved, please tell me! cheers! new images
Makes me wonder how are they managing to get all that stuff on screen within the memory budget? The average on GFX cards is still ~512 for the mid-range ones. Not even sure how it fits in RAM to be honest.
I finished the lowpoly a few days ago and did the unwrap and bake last night. Here some shots from xn: Texture is 1X2048 scaled down here to 512: Working on painting him now.
Hey everybody, I just kinda finished this old tv and I'm looking for some comments or criticism on how to improve it. total polycount: 410 tv texture: 512 dif/spec/nrm table texture: 256 dif/nrm
Update: I've baked the normal map and applied to low poly. I've baked it at 2048 x 1024, but my browser or photo host is resizing it to 1024 x 512. Crits/comments are appreciated. :)
Crosspost from the lowpoly thread: http://polycount.com/discussion/41232/lowpoly-sub-1000-triangle-models/p281#latest Wip spice harvester from Dune. 2300 tris, 512 normal.
In 512 it looks softer because of the texture filtering. If you would disable it you would have a fully pixelated 8bit like Normalmap. But because it gets filtered it interpolates and so it looks softer.
i would say instead of 2 2048x2048s i would use a handful of 1024s 512s and 256s Since a lot of this whole scene should just be tileable textures and then adding some decals.