Entry Sarah Connor: Terminator 2: Judgement Day! Ingame: Wireframe / Triangle counts: Character Maps: Diffuse: Spec: Alpha: UV Layout: Scene/Environment Maps: Diffuse: Alpha: UV Layout: Weapon Maps: Diffuse: Spec: UV Layout: Notes: The in game scene is from the actual movie when arnorld first appears between the two…
gegrazion: These are the textures you can use: Diffuse, Alpha, and Specular I'm guessing the shadows won't be an issue, since it doesn't really effect the look of the character. You should probably be sure though before your make you final presentation sheets.
psychotron: (4) 128's = (1) 256. I think we get diffuse, alpa, spec maps for this. ericamilhomem: face looks great. not hard to imagine punchin' chumps in the fotch:D not sure why this guy popped into my head, but here he is:
nice informative post I want to ask if shading of mesh is important too or can be 'ignored' in name of lower polycount.. simple: does that low hardware spec do all that fancy diffuse and specular shading.. and support normal maping (if yes it's normalmap worth even in 256*256)?
I'm in, I decided to recreate Leon 700 tris seems to be a lot at first but I'm running out budget very quickly for sure :) what does 4x 128*128 texture means? it's separate albedo, diffuse, spec and normal? or alpha instead of normal? hmm but hand held wouldn't have normal I suppose.. maybe no spec too? and 1x 256*256px…
Here is the lovely Mrs smith. The arms are a bit crappy and I'm not too happy with the texture. But the variety of other things, mostly college related I have on my plate means I cant be too picky. 698 tris, 256*256 png diffuse map with 1bit alpha included in the file. I'll get around to riging and cleaning up the texture…
Wow, never knew spacey's real name but yeah, those hands are hot... but to psychotron, you can have 4 128x maps (1 for head, 1 for body, etc.) or have one texture 256x, which is the same size as 4 128 maps. alpha and spec maps are also allowed as the same size as your diffuse maps, their just not counted. I think... and…
duncan: thanks alot man and i love the update, i agree with raven totaly dig the backlighting from the flames realy adds character. Ravenslayer: cheers mate i realy tried yesterday to make it deform and look as smooth as pos, never made something so low before if i have time might make a few more before the times up :)…