I dont have a fast comp enough to play this game so I have not tested myself, but someone might find this article interesting http://www.rockpapershotgun.com/?p=522
Under the Dynamesh button turn up the resolution slider to something around or above 512 Or leave dynamesh and just use the divide button from there is what i usually do
This one looks good as well,its listed as 530 usd at amazon. It doesent seem to ave auto focus but has a new electronic rangefinder to help with non motorized lens.
http://www.gamespot.com/pc/driving/bigri...=summary;review http://www.netjak.com/review.php/537 behold, the putrified glory of Big Rigs. http://www.youtube.com/watch?v=Z-17xlY_MWA video of "gameplay" remember to rinse eyes properly with acid after viewing.
http://www.team-blur-games.com/overdose/media_new/concept/ Theres also some not uploaded there on the ModDB site and in this area of the forums: http://www.team-blur-games.com/forums/viewtopic.php?f=18&t=232
Hey Guys, update again. Just about ready to call it on this. C&C is welcome. Final poly count is 5714. Textures range from 256x256 to 2048x2048. Most are somewhere between 512-1024.
Use VectorDisplacement compression, it will quad-ruble the file size, but since UDK already has a hard time reading above 512/1024 UV coordinates in texture form, it shouldn't matter too much.
72x72 pixels? That´s nothing. No wonder you can´t get clean results. Depending on what you want to do with it, you can have you alphas way bigger (try 512).
Your work inspires me instantly. You really show off the top possibilities of low poly and painted textures. This sword, as low and simple as it is with a 512 map, shows amazing skill. *inspiration folder!*