Does anyone know the average texture size for cube maps(per face) in current generation console games??? ie. I hear rumblings of 512 sq. each face. edit: I meant for Skyboxes....
The weird artifacting in the last shot looks like it might be from a Light Map that is too small. I believe the default is 32, you should try bumping it up to like 512 for something of this size.
Today was rather exhausting, so this is as much as I got done: Baked out normal, AO, and Cavity maps. Here it is running in Maya at 1024x1024 currently. I'll size it down to 512 for the final version.
yeah, I was too concern about working with limited resources and forgot the main point is making the environment looks great. It 2 x 1024 and 1 x 512, kinda old school game.
Working at double res for small assets is usually a solid option. I don't think I would do a 2k map for an asset that was going down to 512, 1024 makes more sense for that situation.
512 faces / 1005 tri. Still have a lot of optimisation to do. So far I've unwrapped 1 window panel and a column. More updates to come, just not tomorrow. I'm going fishing! =)
Thanks for the feedback, those tuts were very handy :) Used them to update the current panel attachment and make the wall itself. Full of idea's now...More tomorrow :) Using 512 textures btw;
Audigy 2 ZS bitches, best card evar... But for a budget, i'd recommend another Live card or a SB PCI 512 model. If you are REALLY poor, go with the SB PCI 128 model.
actualy what i was wondering was how do the specs compare to other tablets... a4 512 preasure levels 24 micro cels 0.42 pen accuracy Is this bad or good or what!? Cheers Jody
Bungie, I think they use whatever size works. But they're really special case. 512 + 256 = 768 not that odd really. I could see how someone might think that's a standard size.