Well, you can put the walls into a single sheet if you want, but it'd be ok to have each tiling texture as its own thing (so like 512x512 tiling concrete floor, 512x512 tiling metal wall, 256x256 tiling metal trim). There's nothing stopping you putting the tiling stuff into a larger sheet if you don't mind losing the…
I play Doom3 on an Athlon 2600+ 512MB GeForce 5200 (Standard) 64MB AGP8x. Plods along nicely at 30fps on High Settings, you get like 10fps extra on Low so not even worth the graphics crap-out. The problem with the low-end GeForce and Doom 3 is actually the Fillrate. Budget GeForce FX/6 have horrible small fillrates, so…
[ QUOTE ] I'm in the beta. I won't (and can't) say anything about it - except once you use it you will never even think about touching the horrible piece of shit that zBrush is. And you will realize what a horrible piece of shit zBrush is. (note - I was a hardcore zBrush fanatic before - that's how much better it is). [/…
Actually it really depends on the amount of ambient light bouncing all over the place that washes shadows out and softens them. At sunset shadows become more pronounced and sharper then they are during the day. It happens because there is less ambient light bouncing off of everything. The sun is acting as more of a direct…
Welcome to Polycount RIO You have a good start going there but there's some tweaking to do I think Here are some things that I noticed... Her neck seems a little bit thick and the skin on it makes it look masculine. Her nose seems a bity long and the top of the nose bridge too wide. Her jaw looks a little bit too wide.…
Wow, thanks alot for the warm welcome We are given a budget of 10k max per character, We've found that 10k with good stripping is better then 7k with triangulated faces during rendering time (Xbox360 is amazing with polygons), additionally we are using a lego system for the crowd so thats why you might see some part swap…
Oooh I love that guys art - really would love to see it done justice like this. Keep it up! Jams totally right about edges there - one really handy thing, to avoid disapointment later on, is to keep in mind a rough texture resolution for each area (so, if your doing a 2k map, the backs what, 512x512 ish) A good excercise…