You can tune the HQ Rendering to use fast-phong lighting instead, that will certainly speed it up. As far as the regular viewport goes. No you can't use anything higher than 512x512; you can turn the filter for it off though that stops much of the blur, but also the correction from the downsize.
Normal map baked to a 512x512 and textures at 512x512, normal, spec, diffuse and height map (for self shadows in the game engine). http://img413.imageshack.us/img413/8758/63525553ls5.jpg
To clarify: 1 512x512 tiling bark, 1 512x512 branch & leaf, 1 512x512 remaining props.(?) My branches were using the tiled bark texture ramped up to be far smaller on them than the trunk. I used the shapes I painted as a mask to make them the shapes of the various branches from the concept. I also picked out the major…
See that empty space in between the UV chunks? Allow your paint to bleed over into those spots, so you have a skirt buffer of color all around each UV. At least 4 pixels around each, for a 512x512. Then you won't get those bleeds. I got a quickie PS Action that does this for me, although doing it at painting time is…
I'm getting 1GB for my laptop because 512MB just isn't enough to do much of anything these days ... and (hopefully ) one or two of these aswell -DeathKitten =^..^=
I would suggest anyone seeking answers about what Nintendo are trying to pull with this new controller view the TGS Keynote (there is a link on the Nintendo site with slides, which explains more than the videos' shown elsewhere). As far as MGS goes, I don't think that the models are tesselating.. mainly given the G70…
Got my PC back from repair shop and they say it is an incompatability with vista and my video card so replacing the card with a new one , preferably an ati card will sort everything out. So I ordered an ati 4850 512mb for £100 this morning should be a little better than my old 8800GT anyway but Im not happy about all this.…
Well I don't think I'll finnish it before DW, but I got some practise in normalmapping so it's ok. Might finnish it after DW. Valandar : yeah I was thinking of having a bit of alpha on it but good idea with the hud, just tested some, I'll change it later. I'll put the alpha on later because of mayas viewport sucks with…
Most of our fighter spacecraft come somewhere around 500 polies, with a texture of around 512x512, some of our larger units can be up to 5000 polies, with 4096x4096. The majority of our units fall somewhere in the middle, say 2000 polies with 2048x2048. All with specular and normal maps.