One crit I noticed from your breakdown is you nailed a texel density fairly consistently across the scene. But the numbers you listed are pretty small, on a current gen console I would aim for around 512 pixels for 2-3 meters for a first person shooter. Currently if you compare your main columns to the size of a human.…
1 - Yup, they're submitted slot by slot. You can tie individual items together into a "set" using the Steam Workshop's Collections feature, which generally comes after you've uploaded all of the individual items. 2 - They're initially hidden after uploading before you finalise the financial sharing section I believe.…
Let's take a look at this list. Yeah I can totally see how this was affected by pirates. "As part of its standard business practice, id regularly evaluates staffing to ensure it has a workforce that meets the needs of the studio, Totally the fault of piracy. "A source told GameSpot that the Chicago-based studio's collapse…
do the following to get rid of fuzzyness Customize > Preferences: Viewports tab > Configure Driver: Background texture size - 1024 match bitmap as closely as possible Download texture size - 512 match bitmap as closely as possible MipMap Lookup - linear then just toggle your material view on and off and it should update.
The textures are tileable - there's one 1k tileable set of textures for the red paint (albedo, normal, etc), one for rust, and a map to mix them. The mask will be lower than 512 px/unit, but it won't be noticeable since everything else is higher.
You can work in whatever size you want as long as the final import uses the same aspect ratio as the required texture. For e.g. if I had a 128x256 texture, i might work on the image as a 1024x1024 image because that suits my workflow better. Later I would resize it to 512x1024 which has the same width:height ratio as the…
The characters are anywhere from 2K-3.5K tris. Flemeth has the highest tri count in the game with roughly 4.5K. As you're seeing them, they have a 1024 texture, but we bring it down to 512 on device. We're not using a terrain editor. One of the TAs wrote a simple shader that takes either a black and white or rgb image to…
Hi, A bit of necro-thread revival is always good. Thanks for the comments. For your question dalekchef are you enquiring about the rocks only or the whole asset ? If it's rocks only I can check the file tonight and let you know exactly what they are. At a guess each chunk would be around 1,200 - 2,000 triangles. The…