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Well, That was the plan. Just bake at 4k then double down to 1024 after I've painted the textures. But if you say they are faster, it looks like I'm gonna have to explore those programs. Thanks!
For comparison sake I'd like to see the old and new versions at the same resolution. But for a pc game, there's no reason not to have 1024 textures on a fps weapon, consoles just have tight memory restrictions.
Worth noting, I upscaled the texture in Photoshop to 1024 still having it pixelated and the horrible blurriness went away. It's almost like 3DS max is trying to make my Pixelated texture blurry.
That's very interesting Jerc. I've had my settings set to 1024 and exporting 4k since my computer can't really handle working at 2k let alone 4k (it crashes at 4k).
I would suggest working in 512^2.. imo it's really difficult to hand-paint a 1024^2 and make it look good.. so maybe not the best startingpoint but that's maybe only my opinion..
Update still very much wip but i'd like to try and replicate hazardous sun stalker body http://fc04.deviantart.net/fs71/f/2013/023/8/7/sunstalker_torso_by_hazardousarts-d5shfmd.jpg
Correct me if I'm wrong. The texel density needs a map size. 1024 or 512. I want to be indifferent of the map size. Hence the, 1 meter to 1 UV tile for the mean time.
Oh my what is this witchcraft. It seems my image has scaled itself down from the original which kept all my maps in their 1024 state. :poly127: Bare with me. EDIT: There :)
The Note 10.1 is Wacom tech, so it's a safe bet to expect it to work like a wacom. ;) I do love mine, though I believe it's "only" 1024 levels of sensitivity instead of 2048.