I've created my 2nd lightmap uv's from my 1st all stuff seperate, not overlaping and not flipped. I have also boosted up the resolution for those here to 256. Still getting random pixelated shadows on BSP and static meshes.
illybang is right - that flickering ("Z-fighting") is caused by the pieces overlapping. It looks like the pieces aren't a size that will snap to the grid nicely - ensure they are exactly 256 units long. Could you also post a screenshot of the top-down wireframe view in UDK?
Another example. I've talked with a guy who is working with a company that is making augmented reality apps. They make a lot of vehicles for these, and the usual triangle limit that they use is 25k for a car. So yeah, I think the 15-20k could work for your characters.
Would you mind sharing how you did the bark texture? Did you do something like 256/128x1024? Or is a square tileable one like 512² and vertex painting? I'm asking because of the green part on the bottom of the tree. Thanks.
Actually it was a work pc, from my Employer, it came with a std 250 w Sparkle, laughs, brand psu and I tried my 300 W Seasonic to no results. Yes and no beep beep on start up, I think she bit the dust.
Love this challenge. Brings back memories from days of yore when bobo, DH, soul, MoP et al posted awesome 256 skins and shit... Ah good times. And yes, I was a lurker back then and I still am :p
I'll probably end up changing it to lower the wooden border , but I have to get to the other props as well. Currently tweaking some lamps and the main door before I start the texture.. 340tris for the door, and just under 250 for each lamp.
hi all, I've just discovered this great forum 2 days ago and I find it very interesting in the low poly modelisation. so that's some of my last works from my Portfolio: tris : 258 tex: 64*64 tris : 224 tex: 64*64 tris : 176 tex: 64*64 cheers.
Hello Polycount :) After a couple of tuts i decided to start my first model, so here what i have atm http://p3d.in/k3aOO/wireonclean Here my ref image - http://th01.deviantart.net/fs71/PRE/f/2014/251/d/9/destiny_armes_10_concept_assault_rifle_by_argolan-d7yf7tz.jpg Critique, please)
If you convert an RGB image to 16 bit and use the eyedropper tool, the info panel still shows the colors as 8-bit, 0 to 255. Any way to get it to show the correct 16-bit value range? I've tried looking at the info panel preferences and didn't see anything useful.