For me Source has it right... 72 unit characters (6ft, 1.8m) 128 unit wall tiles (10ft, 3.25m) 96 unit tall door ways (8ft, 2.5m) If you use 4pixels for every game unit you cover the 128 unit tile, that works out to be a 512px map. But in unreal you have to beef everything up because they beefed up the default camera…
I have a 1 meter x 1 meter polygon I made in max. I duplicated it, moved the duplicate 1 meter to the left and then attached and merged the verts. So now I have a 2m x 1m plane. I then broke and rotated the UVs so my UV texture was mirrored down the middle. * Everything is a single smoothing group * I Imported the normal…
So a few of us entered the IndieSpeedRun challenge (make a full game in 48 hours). The ISR people have just opened the doors to a month of playing and voting..keep in mind these were all made in 48 hours, with random themes delivered to everyone at the start..should be a lot of downright wacky things in there! Check out…
NEW UPDATE: So these are the final shots that I decided on, they are not perfect but they each have something that I liked and decided to keep :) Could keep on tweaking for ages but at some point you just have to say "when in rome" :P Moving on to the next scene, which I think will be a sunset/sunrise.…
Your rendered bamboo shoots are about 80x600 pixels, which means they need a texture of about (2πr) -> 240x600 pixels for a 1:1 display. Usually you can afford to go a bit lower. I'd go for a 512² like this: Which gives you two separate textures for the sheets, a border for the top edges if you need a broken shoot at some…