iHey guys. I did this Ghost close to a year ago now just for the fun of hand painting textures. Not showing wireframes because the model isn't good, just something I banged out to have something to paint on. I hope you guys like it. Critiques of course are very welcome. :) 512 color for character, 256 for the gun. Model's…
Our Principal Artist at work setup an internal Character Contest. The topic for this one was to do a Caricature of a Co-Worker. I thought trying to render our FX Artist as The Greatest American Hero would make for a fun entry. Here is my final submission. I would love any cirts. 1,500 Tris and 1 512 Diffuse and Spec Map.
Hello, everyone! This is my first shot in handpainting. Would love to hear some feedback. There was no specific concept I went by, except for some basic sketches. Diffuse texture is 1024. Initially I planned to reduce it to 512 after finishing, but I decided not to, just so you can see and point out my mistakes easier.…
Yes! More of you guys need to do this. It only takes a few hours. Snader, this is the only surviving image I have of the original. I think it may have been a 512. I dont think it was the final version; if anyone still has the skinpack that was released, it's probably in there. :x http://i.imgur.com/RgbP3.jpg
What the hell are your bake settings? Even 4098 in xnormal, a couple million polygon high meh, with high ray settings should take <30 min for an AO map. For this piece? 1024 with 2xAA for reduction to 512, with a high poly of 2 million should take you no more than 5 minutes to bake.
Done. Still things I'd like to change, but I have to move on at this point. Not sure if it'll go in my portfolio or not. Hat is a separate 512 material so I could use a detail map, and the beard is two level of alpha, one for the main beard, one for stray hairs. I hate realtime hair.
One of the reasons why more sub mats were needed is because we were limited to 512 textures due to texture streaming on consoles. I was aming for a texel ratio ~200px per meter for the buildings which means you need more tiles and you can't just put everything on one map.
Feels very bioshocky. Thats not a bad thing, but if thats a look your attempting you should analize a few of the bioshock screenshots and try to match there materials. On the whole, bioshock is very very specy and makes extensive use of colour spec. Also, almost all textures are 512. So rez isnt really that hight.
I meant that your uvs are so simple, no reused parts etc, i dont mean its so bad its just that if it was work I would have to squeze it in on a 1024*512 probably. The ''do more with less'', sure its fun but its also tough and makes me tired sometimes. :P
well right now the video card is creating a price difference of about 1000 bucks. I just want the card or set up that will allow me to push at least several million polys. gt9800 512 or gtx280 1024. Am i better off going SLi for either one or just a single option?