2048x2048 maybe if its the main character :P I think you would have to make a tiling texture 256*256 and then a rad texture 512 to 1024 where you could paint out more details. then a texture for the face, its all modeled in already so the texture can be quite small.
BT just upgraded all there unlimited services to 2MB still 256 up tho ... and this is to sweeten the sting of them limiting to 15GB per month download. funny really , but i am sure its to stop emule and alike. 256 up sucks for gaming tho. I think we pay £24.99 for this
I've made a graph for a weapon with base materials and some weathering. When I import into Unity it allows me to change its resoltion but nothing changes really - it's the same 256 pixels. The graph uses baked occlusion, normal map and color map nodes. what can cause this problem? edit: also this old problem which I've…
Gannon - triangle count may vary for complex shoulders or helmets, but usually it's around 1k (+,-). Texture size for body textures is always 512*512, for helms and shoulders 256*256 for each. Luke003- there is no sculpts, it's all hand painted in 3d coat based on simple low-poly AO bake. Torch- thank you.
thanks to everybody , any tricks or trhead , to get good normal mapping for lowpoly and stylez models ? specially with textures atlasing (or an array of props in a single UV space ) in 256 by 256 pixels and 512x 512 as starting point . Should I create normal map for lowpoly props in those resoluition? or it is a waste of…
You can get HD texture packs already; http://minecraftworld.wordpress.com/2011/03/15/lbs-photo-realistic-minecraft-hd-texture-pack-64-x-64-129-x-128-256-x-256/ If it runs that badly id probably think about scaling it down to 64x64 as it'd be better if more people could use it. Personally i've not tried out a HD…
we here at shin'en have reflection mapping in our engine. it's a "hack" so you need your programmers to implement this as a feature. i wouldn't recommend thinking in higher then 256*256 texture sheets(=64k). you have to squeeze eveerything in your 512k budget, including fonts, hud, etc.. and if you use both screens for 3d…
Well magic number is 160, 192 (add 32 or 64 on top of 128) or just go with 256 high walls and fill the area with trims, pipes , natural coverage etc to make ur environment look bulky or fill :D . even without that 256 is ok for average envirnonment you can go as high as you require.
ok so im doing a render to texture, im rendering out a 256x256 as a test. the scnece is all on the grid. the initial size of the brick wall is 256 aswell, with extra bricks round edges for AO. when i render to a 256 plane, the render has a border all the way round. do you know what this is? (3dmax)
A procedural wood material i did sometime ago :) https://cdn0.artstation.com/p/assets/images/images/002/756/660/large/adnan-chaumette-wood-procedural.jpg And here's the graph : https://cdn3.artstation.com/p/assets/images/images/002/756/659/large/adnan-chaumette-wood-graph.jpg?1465350440