Ah right cheers. Using unique textures would be fine if I can use enough. Do you have any ideas, even a rough estimate, of how many textures I can use per scene? Assuming a worst case scenario I have 4 characters rigged on screen, I'm just using diffuse textures and all textures are 512*512... Thanks again!
sure! there must be a secret! And I wasnt lookin' for the "secret" of a well skinned and modeled simple chracter! The GTA style is that great! only 1000 polys?? Sounds low... too low, isnt it? a weapon or a head even swallow up 1000 polys! And why a non-quad? why not 512*512? do "rockstar" really used only 1000 polys? and…
I was a bit late in finding out about this contest due to life getting in the way. So I just grabbed the latest champion and reconstructed her to the best of my ability with the time given. It's not perfect, but in the spirit of "fix it in the next project" here we go! Ingame- Wireframe Overlay - 512 Diffuse ( I know…
thanks guys, sorry I was busy with my college. ok here the part that I don't understand the meaning of "256px per meter" I keep reading like 512 per meter or some times 256 per meter, what exactly mean by this if you guys can explain with some examples will be great. and why let say I decide on 512 per meter?what the rule…
OK, just thought of something here, since the opacity mask is tiled, creating a 512 of the chain link part and still having it fairly high res is simple, however adding the barbwire on the same map cant be done without forgoing res on the chain part of the fence. I could have two opacity textures, but having two 512 maps…
Could this be feasible? Or should I remove the parts underneath the clothes (please considere that the clothes may vary from 2k to 5k polys, with avg 512 to 1024 textures)?