@Prtofdacrowd Haha yeah that would be awesome actually. Was thinking about calling it a day with this one but actually going to spend more time with it so that could be on the cards :) Made a few more changes based on feedback from here and twitter.All the textures are 512 and 1024 apart from the main floor that I left at…
thanks guys. no detail map, made it as a first person binocular thing so the etxture is pretty big, 2k x 1k. works pretty well with 1k x 512 aswell.. heres a final render i think, starting on something new=) [ame] http://www.youtube.com/watch?v=GK2Mbj2_6oM[/ame]
Customize -> Preferences -> Viewports -> Configure Driver -> Background Texture Size 1024 and Download Texture Size 512 Also check both Match Bitmap Size as Close as Possible in each category. I don't know if both are necessary but that's what I read on a tut a long time ago and been doing it since.
Currently working on cleaning up parts of the normal map. I'll tweak some proportions afterwards. He is about 5,850 triangles with eyeballs (which he doesn't have at the moment). 1024 map for the body, 512 for the head (since there will be different variants of marines, with different heads). These are just some…
Just for referance, heres a pic. Its hard to see, but the normal map still adds a lil shade after max deside to trash it. Tried resizing the images to 512, to no effect. Must be a limitation as you said. None the less, I'll have a look at xoliul's shader. Looks real nice. merry X
I would wait for a G92-Chip based GeForce 8600 or similar, as they will suck less power. and 512 MB for graphics will be much cheaper today, aswell. There are probably cases with a bit more "spare space" or powersupply on top, fiddling all the power cables from below upwards, wasnt exactly fun & easy...
So i Added a bit of a breakdown of the destructable building i did showing that i understand normal map generation. http://chrisredshaw.com/?portfolio=132 Is this a good presentation of the work? Im currently also working on this which will eventually make a nice edition and show some highpoly modeling skills.
[PB]Snoelk is there a particular reason why we can only change aspect ratio of the mesh? Aspect ratio changing option is enabled only for width at this moment. It seems like its not possible to achieve vertical tall maps but only horizontal ones. Such as 1024 horizontal and 512 vertical, but not opposite.
Baking a normal map from a 512-sided cylinder and applying it to an 8-sided cylinder won't make it smoother!! I could never get my head around Path Deform. It works so bizarrely for me. :( For 90º sided curves I think bend is definitely the faster way.
will do soon I've got flats and stuff for some of the props that I made. I need to fix the spec on this just haven't gotten around to it :P The post which is barely visible ^^ all textures for props are at 512 the fence is 512x256 and 256x256 will get some other stuff up tomorrow.