12 pixels, wow. How low do your mips go? Or how big are your maps that 12px isn't that big? I thought 2-6 was standard. Maybe I need to get with the times...
Haha, I thought this was only a vehicle in Just Cause 2, I didn't know they were real. I loved them to when I first saw it. Going to keep following this thread, good luck!
Pinkman disband gg no re That shit sucks so much, I don't know how it is these days but I remember it being awful trying to get a steam account back 2-3 years ago. :(
Came out great! I think the ends could use a little more shading, and that dota 2 logo paint thingy could use a bit more work. looks a bit "photoshop brushed on" at the moment.
Just checked Play, Rick, and they say 4/2/2006. although Amazon say Friday (360 day!) Finished Beyond Good & Evil last week, so I need another quality game
I am in the same boat as you, my university just focuses on animation, they spend about 2 weeks on just modeling, quite sad really. Would love to know the answer to your question as well.
While this is quite the necro and possibly the wrong place. To me it looks like his major change is in regards to the u/v of the thing. simply multiply your u/v by 2 before plugging it into your texture.
hmmm why is his bellybutton touching his belt?(is that a bellybutton?) somehow I think there should be a set of 4 abs under the ribs and then the bellybutton and then the other 2 abs below that? really enjoying the character though :)
for 2, save your normals as an rgba doc (tga does this,not sure what others do or what they want off you) and in ps's channels, put your grayscale spec (power) map and seperate in-engine.
You don't have to over complicate things, a pretty much flat building is a pretty much flat building. blending between 2 or more textures is definitely the way to add detail and avoid obvious tiling.