I've found plenty of links that lead to dead ebay auctions. 256 pixel thumbnails don't make good references. And all of my previous issues with it still stand.
great and inpiring work, man. However, I find that textures could be 128x128 instead of 256 (except for newscaster - she is ok). But if it worked well in game, it`s ok.
hehe reminds me of the ol quake rottweilers. Your uvs could probably be more efficient though, I think the texture should be less blurry even for a 256
AFAIK they use higher bit depth textures when needed, like 16bpc displacement maps instead of 8pc (256 grays). They're not as concerned about memory as we are!
I remember from editing quake 3 content that they say that a 256 x 512 was just as expensive as a 512 x512... Is this true for all games or was it just true for their game
Adjust perspective camera near and far clipping plane parameters in attribute editor. The "pattern" is because clipping plane values are too far apart. Think it like what happens to gray scale gradient if the length of the gradient is longer than 256 px.
Ive got a clamped 512 x 256 texture and that shader stretches it so that its square. I guess we can only use square textures here? also it does not auto resize with the screen, not sure what is still missing here.
An option you might consider is a tablet PC. I love my Gateway convertable I think the model is gateway CX141. It has a wacom pen and it is a dream to paint and zbrush on. It ony has 256 levels of sensitity but it is more than enough to sculpt with.
soft crappy skin wip, crappy because i'm crap with creativity, so i just try to paint simple muscle instead. one 256. should probably tweak the head a bit because of the jaw, maybe add a couple horns as an extra
Video http://vimeo.com/14920809 [FONT="] 2496 tri - Body[/FONT] [FONT="]548 tri - Shield[/FONT] [FONT="]573 tri - Weapon[/FONT] [FONT="]256 maps -hand painted textures[/FONT]