When I work on really low-res textures (256 down to 128 ), I use bilinear instead of bicubic; it's noticeably sharper and you don't lose as much detail.
Thanks for the comment still need to redo the ears but heres a bit more of an update. http://img232.imageshack.us/img232/111/73267899fc4.jpg [edit] updated pic with new ears.
That photo makes my pants tight. True story. Perhaps we could polycountpowwow at a pub? Perhaps we could call this "PCPWaaP." I'd like that. DO SAMFING!!111
Hi! So I think I finished this piece, hope you guys like it. It's arounk 11k triangles, and it uses a 2k map for the body, and some additional small maps for the props and stuff. Once again, I used the amazing Marmoset engine :) Cheers : Rota
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Hi, I'm a newwbee and I try to make a teapot with a texture on it. I'm on quixel suite 1.8 and I made all the maps in c4d but the texture didn't wrap the teapot. look at the picture enclosed. what's the problem ? thanks for your help bertrand
Hi In my version Ndo (Quixel Suite 1.8 ) I've got this error (see attached file) when I'm trynig convert Normal Map to height map My Version of Ps: CS6 , 13.0 x64 Windows 7
how do you punch in specific coords like that? Anyways, they have some really high detail sat images of our office building pointer coords: 39°30'56.48" N 119°46'41.44" W
This Asset Pack features detailed realistic and modular Lamp Assets for usage in game, archviz and cinematic rendering. The mix between modern and whimsy designs permits versitile use for any kind of project. Modularity is simplified by using Component Meshes. Just copy-paste the Component Meshes from the Overview Level…