Normally it's working in Maya 2012, do you get a specific error ? I will be able in a few hours to use my script on computers with Maya 2012 so I will do some tests. Yeah, some functions in the 3.x are the same as the 2.x that's why you get some weird errors.
I'm not exactly sure how this works, or the reasons behind the limit of exactly 512, but you could always take all your textures that would be on screen at any given time and simply see if they all fit on a t512x512 space in PS. Example: 4 x 256 texture sheets = 1 x 512
Gannon - triangle count may vary for complex shoulders or helmets, but usually it's around 1k (+,-). Texture size for body textures is always 512*512, for helms and shoulders 256*256 for each. Luke003- there is no sculpts, it's all hand painted in 3d coat based on simple low-poly AO bake. Torch- thank you.
I'm working through a tutorial on creating a flythrough. In the tutorial, the author says to click on the camera icon in the camera group. I'm not sure what version of UDK or UE he's using, but in 2012 November UDK, there is no way to select this icon (it doesn't exist?). What am I looking for in regards to this (in 2012…
I still use max 2012. There is literally no reason to really upgrade since everything available works on 2012. Even newer versions of max break some really useful scripts/plugins. Quixel suite is good, imo I prefer substance painter. It's far more fun and feels more artistic in comparison.
2048 is overkill for most models, 512 or less should be enough for most assets. 2048 is 16x the resolution of 512. Also don't use preview to judge how a model will look, preview is really only there to get a rough idea of how the lighting is going to turn out, but is going to be really blotchy with a lot of seams and…
Found another interview, they talk more about the animation and how it fits the story. http://www.siliconera.com/2012/05/03/how-shadow-of-the-colossus-colossi-came-to-life/ A blog post from @Froyok with some good technical info http://www.froyok.fr/blog/2012-10-breakdown-shadow-of-the-colossus-pal-ps2
I think im gonna change the back center to something else like keeping it but fixing the rivits and the square center piece. making it a bit more detailed then now Other than that you like? I plan on making all things for the envrionment 1024s and 512s only (small things 512, big 1024)
Another update: Made the garden shed that's in the foreground of my concept. It's not finished. I still need to put the window on it, and there is a fair amount of texturing to do still. Right now, it's sitting on it's own 512 x 512 diffuse. Can't remember the tris off the top of my head. Anyways, here it is. C&C plz
Heya! Found a very old model I did more than a year ago with unfinished texture. Did not like the old texture so I repainted everything. The model is about 4200 tris and a 512 x 512 diffuse texture is used. Got some inspiration from the awesome art in allods online and the stuff slipgatecentral made. Hope ye like! Edit:…