I'd suggest you work at 256*256. You're only wasting time on detail that'll be smushed into nothing when you res it down. You'll be able to get a much cleaner, sharper result, something thats extremely important on hand-held consoles, if you work that way too.
i will say hallo when i get back, temporarily living in Tokyo at the moment. yes abot 25 hours at 150 GHz per level. 50 computers working. we had about 150 machines in total in the renderfarm so we could do 3 bakes simultaneously.
Wake Up Call's indiedb page is: http://www.indiedb.com/games/wake-up-call and there is significantly more on there than on here. Hi all, I am the CEO of Leatharian Studios, a small team of 6 developers, including me, and we have been at work on our most recent project for almost a month now, but we 3d artists/texture…
Try using the legacy viewport instead of viewport 2.0. The issue sounds like a bug to me as it works fine in the old viewport. I can't be sure, but my theory is that those tools were designed around the old viewport back when the tools were part of NEX- and when when they were integrated into Maya, nobody at Autodesk…
So I added more to the gyro concept with wings. I actually don't really know what to do with this. The limits of the missile is 200 tris this will be over 200 no matter what. I guess I can make it a courier or even transform it into a set. But I still like the idea of a mini copter missile. The program I used is krita,…
not completly sure but my understanding is: if i.e. you have a 6m wide plane which fills a uv space/texture completly in u than you would need a 1536 * 1536 px texture to reach a density of 256*256 p/m². so it depends on you r uv layout compared to the world space scale of your object. hope it makes sense!?
At the moment it cost 125 instrucitons and I'm still using full hsl code for my specular and backface term. I'm sure I can leave some other instructions. It use one normal map with specmap in the alpha, a diffuse map with ao in the alpha, a cubemap, a thickness map and two look up texture ( 256*256 ). That's makes lot of…
Hmm yes it probably is dif texel density sine I haven't gave it any thought at all here. But on the other hand, the plate is 256 and occupies almost the full 256 map y-wise. and if u turn it 90 degrees it matches up halfway to the box which almost occupies the full 512 length of the texture. I'm not sure that's how you…
Drill here drill now. Alaska has 200 years worth. Wyoming, North Dakota are ready to go. Gov't prevents them from moving forward for some strange reason. Then the foreign oil can stop and Tesla and others will have 200 years of time on their hands to get their shit ironed out and make cars available for everyone on the…
Pixel depth - assuming you are using it as a distance fade - should work fine as you had it. Bear in mind, for logical values in pixel depth, if you multiply it, its 1/Unreal Units. So 1/256 becomes 0.00390625, which should make your particles disappear over 256 units.