Zelda wasn't switched from Gamecube. It is a Gamecube game, but it will have added functionality on the Wii. As far as I can tell, the Wii can do a pixel shader or two at any given time, so lets say maybe Doom 3 level graphics?
This man speaks the truth. Also, if you have that much extra space on your texture sheet, scale up your UVs uniformly and repack! Unless you're being super picky about your pixel density, but it usually doesn't hurt to be as efficient as possible.
Here is a real-time prop that I made for a contest over at cgtalk. Its 998 triangles with 3 512x512 maps! REAL-TIME POWER CACTUS DEMO DT3D POWER CACTUS <Download THIS IS A REAL-TIME PRESENTATION DEMO USING THE OGRE RENDER ENGINE. WITH VERTEX AND PIXEL SHADERS WITH A GI PASS.
Please contact for rates at PixelPerfectPolygons@outlook.com. You can see feedback about my work here: https://forums.unrealengine.com/showthread.php?20935-PAID-Pixel-Perfect-Polygons!-The-Most-Popular-Art-Dev-Solution-in-the-UE4-Community!&p=315406&viewfull=1#post315406
Generally speaking, no. Especially since the normal map will be compressed so your scratches would become just a bunch of sploshy pixels in a sequence. Keep them in your dif and spec, unless we're talking about a pretty big indentation here.
If you did that you'd be effectively using textures anyway albeit less effectively; think about what information is in a vertex versus what information is in a pixel. Textures also have other advantages that verts don't (mip-mapping, preprocessing, etc).
If you are submitting it as a new item, sure. But it needs to be more than just a recolor of a texture sort of effort. Most are making items from scratch, so we'd want to see some decent pixel/poly pushing from you too.
struct someShit( --Fucking Kill me pixels = #(), points = #() )fuckYou = someShit() Max script wasn't working, so I started again where all the variables and functions have the word fuck in them. I feel slightly better now.
whats your display resolution? you maybe need to adjust the "click box size" in settings preferences > selection. if i´m not completely wrong it´s measured in pixels so the lower your resolution and the smaller the objects are on screen the lower it should be.
@oglu I have a first attempt at UDIM support. It supports all map types except displacement and curvature. It also doesn't support pixel blur. I don't know how to use mud box. How can I test it?