Hey all, I was wondering if I could get a critique on what I've got for a low poly zombie. He's at 400-odd polys and 700-some tris. The texture resolution is 256 x 256, since we plan on having a load of zombies on screen. What do you guys think?
Even if 256 is a "manageable size" the UV layout and the reuse of texture space is a must. Even at 256 some pretty big advantages could be gained. I'm also not sure why the inner robe, which is mostly covered is larger then the outer which is much higher detail? I'm not sure about the pixel density but I'm sure more could…
Ok thanks for the tips render, just a final question, how do I save them out as a 256 colour image? I tried BMP since it offered 256 colours but it only had optimised palette which made it kind of pointless, wanted a standard palette. Any tips on how to save it out as a non optimised pallete? resaving each frame in…
hmm as far as fuel. i put 10$ on my 600 and it lasts me about 2 weeks on and off. so not bad at all. as far as u being a first time rider i would still go for a 600. 250 are way wayyyyyy to small and trust me when i say this, if u buy a 250 in a month or two u will wanna sell it to get something bigger.
@jordan.kocon make sure to go into the UDK preferences to turn on DX11 before hand go into photoshop make a apeture shape White apeture shape Black Backround. 256*256 or 128*128 texture size. make a post process volume and there should be a slot inside of blur for brokeh texture sample. I think there is also a roll out for…
If you're comparing $ to € it's almost always a matter of replacing the symbol. I had the same thing happening when I bought my cintiq from the American amazon, thought I had an amazing deal until I got charged 250 for shipping and 250 for importing it :p
If you've textured them in 1024, I'm not sure how well it will compress down to 256. 512 seems alright for small assets like that. You can try compressing down to 256, but it may lead to unwanted results. You surely know this already though. Keep it up!
thanks! I wanted to keep it at PSP specs, but because of that i only have a 128x128 texture. I think i'm gonna switch over to 256 though, 'cause this is just too pixelly. here is a start on the face: what do you guys think: 256 or 128?
We are looking for a talented artist that will be hand-painting (from scratch) game sprites for a mobile game. Output is mostly 256 x 256 pixels but we will need the 1024 pixel versions too along with the respective PSD files. Below are examples of the quality of work we are expecting: Number of sprites: 10Project budget:…
Something I did recently , 3 256 X 256, the head I still need to paint in the teeth/ mouth chamber (I made a 2nd version that has a mouth chamber after I had started, I'll post screens of that later. all hand painted to the best of my abilities, critics and such are welcomed im always looking to try and improve