Crosspost from the lowpoly thread: http://polycount.com/discussion/41232/lowpoly-sub-1000-triangle-models/p281#latest Wip spice harvester from Dune. 2300 tris, 512 normal.
In 512 it looks softer because of the texture filtering. If you would disable it you would have a fully pixelated 8bit like Normalmap. But because it gets filtered it interpolates and so it looks softer.
Hi! Here my modifications Lowpoly: 352 faces Highpoly: 15219 faces LOWPOLY + NORMALMAP The right part of the internal circle is not very good, why? Thank you very much EarthQuake.
Modeled rail covers and the EOTech 552. Bump maps for the buttons remain though. I haven't fixed all the edges yet (so they become smoother). Just a couple. But will do in due time!
i would say instead of 2 2048x2048s i would use a handful of 1024s 512s and 256s Since a lot of this whole scene should just be tileable textures and then adding some decals.
well, the most obvious problem is that your texture is just plain blurry. like you took a 512 texture and blew it up to 1024. start with higher res sources for your texture creation.
try keeping the size of the peices proportional so the same amount of deatil is spread over each part of the skin hmmmm i dont think the head map needs to be a 512 and can be a 256
sure, heres soundwaves uvs Im texturing at 128 but I blew it up to 512 to show you guys Probably wont make alot of sense until I finish texturing though?
For the most part, it's a load of bs. YES, there's some bits of hardware that you're missing out on with just a gaming card... but for the most part, it's all about the software. http://www.techarp.com/showarticle.aspx?artno=539
UVW Editor Window Options > Advanced Options Display Preferences - Render Width / Height Set this to 1024/512 or whatever your preferences are. Then render your texture out to that specific size as well.