Don't delete faces since you can optimize the mesh a bit more for the 3rd person (other player views). I've been working anywhere from 2500-5000 tris for fpv weapons. You could probably get a good model out of 2500. Shoot for that and see how it turns out.
Something to take into account is that zbrush uses software rendering, so its completely dependent on the CPU, gpu doesn't matter. The Intel 2600k and 2500k ("sandy bridge") processors should be getting officially launched in a few days, and in Q3 the octa-core (for LGA2011 socket) chips will be coming out. This also means…
Wow, you're right about the signature losing a lot of quality. I'm told a lot of different things from instructors and portfolio reviewers at my school about how high-res we should save our files for our online portfolio. Typically we're told to make it as small as possible without "too much" loss of quality, but I really…
This was Blizzcon last year wasn't it? Just aswell I wasn't there or I'd have been arrested for trying to steal it. "Cos it's awesome" might not hold up in court though. Might as well post the Illidan thread too.…
tho you are only using 256 x 256.. its always better to paint at a higher res, so u can put in more detail. some may get lost when downsizing but it shouldn't be too much to fix. screens are lookin good. im wondering, from what angle, fov, and distance is this going to be presented. for something like an RTS style game it…
Well maybe I should work at a bit smaller size doing the handpainted texture. I'll try that next time. ^_^ About the rocktexture I made the normal with maya transfer/bake + a overlay with a crazybump normal generated from the diffuse. Dunno why I did both but thats what was done. The bridge I know I could or should slim…
Hey guys, I can't talk much as I am running late this morning but I wanted to clear a few things up. -Lightmap resolution doesn't count towards your final texture resolution and should likely be half of your texture resolution, 2048x2048, for this competition. Fred will update the rules with actual specifics. -Standard…
Silva Thanks for the feedback. Like you both said, I need to play around with the head structure a little more. Here's an update: Played around with the skin tone, tweeked the UV's, shrunk his irises, and tightened up some of the facial anatomy. I've sized down the texture to 256x256 as this is what it needs to be. I think…
[ QUOTE ] there is never a need for 2 1024's blurry is not solved by the map size its done by photoshop skills, the best maps ive seen have been done on 512 and even 256, think about it [/ QUOTE ] I don't conclude to details right at the beginning of skinning. That'll just get me distracted. Besides, UT2k4 relies on…