The grass don't blend with the rest. This was actually always the case so I'd try to work on that. They shine like crazy. They also remind me to this: https://tshop.r10s.jp/brickers/cabinet/parts/5000-9999/6064-028.jpg?fitin=330:330
Overclockers do some nice deals (although I am not a PC building whiz, so the more hardcore PC builders may disagree,) :- https://www.overclockers.co.uk/index.php https://www.overclockers.co.uk/showproduct.php?prodid=FS-054-OG&tool=3
I think you just answered your own question!! And, huh, it's not even stylus based nor touch based right. Are you asking if a regular computer with a screen, keyboard and mouse is a good alternative to a 1024 pressure levels pen display?
Nice! Don't forget to put the wireframe of your explorer, really important in your portfolio. I would also specify the triangle count (ex: 10, 000 tris) and the texture size (ex: 2 x 1024). It's coming really nice! :)
Ok, so it might be a noob question and I'll start watching tutorials on Unreal tommorow but why my shadows dissapear after building lighting? I did some search and tried to adjust lightmap resolution up to 1024 but still no luck.
normally the misc is when you have some space on the texture, every heroes textures when in an atlas fill a texture of 1024px x 1024 px, sometimes there is a space left, and they create a misc that you can do everything you want =]
@bbob, never mind I figured to just throw the relax tool over it, and the outcome is just fine :p Got it all mapped with normals and the whole shabang.It currently uses a 1024 map, and it's rendered with xiolul's fancy viewport shaders :3
Killer UV layout there, hardly any wasted space. 1024s will be fine for that level of detail Nex gen engines can handle 2048s but why tax the texture memory unnessesarily. If you loose too much in the downscale then just stick with the 2048s.
Try the Ben Cloward shaders. They update automatically and use whatever map size you're using, even if it's huge (1024, 2048) Only problem with it is that it doesn't have a slot for specular maps, just a color and a value. But for doing the color and normal, it's great!
You don't have to work at 4k if you know you're going to paint 4 assets on one map and then split them up into 4 1024 maps then you need to paint the original at at least 2048 in order to prevent loss of information