ok so im doing a render to texture, im rendering out a 256x256 as a test. the scnece is all on the grid. the initial size of the brick wall is 256 aswell, with extra bricks round edges for AO. when i render to a 256 plane, the render has a border all the way round. do you know what this is? (3dmax)
Well magic number is 160, 192 (add 32 or 64 on top of 128) or just go with 256 high walls and fill the area with trims, pipes , natural coverage etc to make ur environment look bulky or fill :D . even without that 256 is ok for average envirnonment you can go as high as you require.
hey nice find! I ll take a guess and say its about 1000-1300 triangles with a 256 diffuse and a 512 normal map. This unit is reusing alot of the same crack patterns for the skin so it could be also be a 256 normal map if the engine support multi UV channels, but then again 256x256 is very, very small.
Vig, on a scale of 1-10, how absolutely crucial would you call the SSD upgrade? More than $250 for less than 250 gigs just seems really steep. Are we talking just "nice, noticeable performance increase", or full blown "Oh-dear-God-hang-on-to-something-what-have-I-unleashed"?
hi and thanks for reply ... did a third one ... and a screen under blitz(teh engine we used for this game ) and the 256*256 texture thanks for looking [email="POr@szek...I"]POr@szek...I[/email] don't get what you mean by using alpha for detaisl that such of things..any link somewhere who explain that ?
Thanks for the examples!! Right, 24 bits per pixel (bpp) is the same as 8 bits per channel (bpc). It's confusing since some apps don't specify when it's per-channel vs. per-pixel. * 8 bits can mean either 8 bits per channel (3 channels = 16.7 million colors, JPG for example), or 8 bits per pixel (1 channel = only 256…
Just did these over night for CGTalks micro game art challenge. Ran short on time before I got a chance to really work on the sword. For portfolio purposes Id like to push the textures futher, so any C&C is appreciated. HeMan: 576 tris, 256*256 texture Orko: 354 tris, 128*128 texture Sword: 70 tris, 64*128 texture
Ok, finally got the callback working, so that you can only change the values if its selected, thanks havardsc and cheers mark for the timeline playback. One final question would be, how to link my two colour pickers to the noise texture. myColorPicker cp2 "" width:72 height:40 title:"Colour 2"myColorPicker cp1 "" width:72…
Hi. I am still a bit confused of how I should author my textures. I want to do some simple walls first and the more conservative way would be to make them for example 256 uu / 256 cm and put a 2048 on them, right? This is all power of 2. Now in Unreal the grid snapping is 1, 5, 10, 50 and so on which is not. Does it mean…
What a silly argument. So you personally don't like handhelds. Loads do, for the portability/ playing with friends factor. You can get a PS3 NOW for 249 euros, they were 600 at release. 250 for a brand new handheld with good gubbins inside, touch screen panel on the back (like it or not, personally I dont care for it) and…