Okey so i have looked in the game and if anyone is curious its something like this. Environment textures are about 256x256 and down some 512x512. Props textures, for big props 512x512 for smaller usually 256x256 and down. Characters usually 256x256 or 256x512. And weapons about 256x256.
Callesw thank you! presentation sux, but anyway.. i consider it final :P did a little touch up on seams and stuff with viewport canvas and that's all. texture size on the presentation image is the actual size (256x256)
Xoliul's settings should work fine. If you prefer a .avi, which will probably need a reencode: http://www.videohelp.com/calc.htm Use the above to calculate the stream size. Enter video length, set type to divx (you can use another codec when you encode, but make sure it's set to divx for the calculation tool.) If you have…
Overall I'd say it's solid work, but not astounding. First off, I'd ditch the blog format and code your own super simple site - it's really not that hard. Small thumbs in a huge vertical column is a bit daunting. Perhaps break assets out into pages? Like put all of your Red Dead stuff on one page, etc? Something to think…
Is your hard disk full? What is your hard disk setup. Mine is an SSD 250 gig and an on board HHD 2TB for files and storage. The SSD fills up pretty fast but even so illustrator is fairly light, so maybe you have a memory leak somewhere. I hope someone can shed some light on your problem. Depending on your setup allocating…
Somehow that's a funny question, but i guess uv are not that intuitive. Well we need a support for storing the color data, right ? Something like a pixel grid ! What about a 3d grid of pixels ? (aka voxels) 3d textures exist. A 256pixels 3d texture is basically 256 2d textures of 256*256 pixels. 256*256*256 is a lot of…
When i look at this i don't see antman. I see a kinda scorpion/crab/bodybuilder thing going on. I was expecting something more like this guy: http://upload.wikimedia.org/wikipedia/en/thumb/9/99/ANTMAN001_colcov.png/250px-ANTMAN001_colcov.png
OK This post gave me an idea. If you could someone afford more texture space (or make a game using only 256's and 512's), you could have one 'light' version of the texture and one 'shadow' version, and instead of baking lighting in, you could set up point or directional lights and somehow rig it so where the 'shadow' is…
Hey, here's what the low poly looks like with the normals applied. I've also got the AO on there with some highlights. How's it look? I know there's something weird going on with the footpad from the normals, but I can't seem to figure it out. The weird shadowing appears even when that area is filled in with the flat color…