Is there any pugin or something that allows you to show bigger than 512x512 textures? Its such a stupid limit anyways, i understand that its needed for large pre rendered scenes, but why not have an unlimited size option?
You probably would have done better to do a 512 wood texture and smartly tiled it. Same with the rocks. For the amount of tris you put in those rocks, I would've expected you to do more with the geometry and push it. Good mood/palette though. I'd bump up the saturation on the grass.
If you look at the localmaps that came with doom3, they pack a silly amount of data into the texturespace- this model is 422 tris, with a 512x256 texture (it's squished into 0-1 in the uv view here)
I did kind of stray away from the original design int he sculpt, and to comment on the poly count I managed to get it down to 664 tri's with the same shape and look. The normal map is 512x so I'm fairly sure its okay now for real-time use. I will try and get the shape right in a base mesh next time (I'll be doing that at…
Only in extreme cases would renting ever be better long term, and these situations aren't really worth talking about, as common sense will tell you if you can pay $200 a month to rent vs $800 a month to buy, yeah, its going to make sense to rent. But what is the point of that sort of argument? It just isn't realistic.…
A simple CCTV camera, also made a copy without the wire(as it may interfere should i use it for a game level in the future). 344 tri's.. 512x512 glow map
@GOBEE: Thank you for pointing that. I checked and only 3 maps had the red channel inverted. I fixed it and unless I'm missing something, I can't see other mistakes. @switz: Thank you! For the walls, I still have my 1024x1024 maps so I'll replace the 512x512 I currently have in the scene. @KazeoHin: Thank you very much…
This doesn't help you so much, BUT, I can give you a quick run-down of textures. I spent a lot of time learning last year on making them for a game (was never completed or anything, so title doesn't matter). Here is a quick step-by-step for you: 1) Make a new PSD, 512 x 512 pixels. 2) For most textures, people have told me…
[ QUOTE ] It was supposed to be built for an mmo type online game so the texture res had to be small and the poly counts low. [/ QUOTE ] No. Everything is too low-rez and muddy for next-gen. Really, 1024s for all major tiling textures, and at least 512s for objects. The floor needs to be more than a flat ground plane.…