@ CraigSnedeker : Thanks a lot man :) I just finished the radio tower, here is a little turntable. When you go through the blue light, you unlock the nearby races. The tower is 16k tris and use a 1024² texture. There is also a LOD of 560tris using a 256² map.
Thanks for that info on the cracks, i will hande them later today. Interior has a seperate 256*2 map, as i wasn't planing to do it at the begining. That sheet of newspaper used to be couple of polys on front windshield, but i didn't like it. Maybe i'll put it back on. Thanks
I wont be bringing a computer (again) but i love the social environment! Some friends and I will be there the whole time staying at the hotel. If any of you guys want to meet up give me a call while the event is going. (256) 694-4332. See ya there bronco.
Yes separate texture. Also with the shininess i would keep that in its own file for now. If a person is using that in engine usually that shininess texture is not so big. Like you might have a 1024* spec and a 256 shininess. So i'd keep it separate. HAI GUI!
lill' update, I did a new head for her (the old one still remains for the main character, this one will be used as an alt character. I need to add more depth to the skin right now, but you can get the main idea [edit: the head skin is a 256²]
I just use the default settings and have 256 rays. My CPU is pretty old, that's why the default bucket takes so long on mine i think. I have a Q6600!! Ed
yeah but keep making stuff regularly and sooner or later you'll be pulled towards larger projects anyway this might be a typo but if not, consider sticking with valid power of 2 sizes ( so 256 not 248 ) for textures
Bungie, I think they use whatever size works. But they're really special case. 512 + 256 = 768 not that odd really. I could see how someone might think that's a standard size.
I have geforce6800gt 256 and next gen content is greyed out. Not that it takes away from the gameplay though, I think you need a card that supports shader model 3.0 to run this shit?
I keep hearing people say to export all textures at 4k and downscale them in engine. Does this apply to things that I know will be using smaller textures like 256 or 512? Seems so many 4k textures will keep adding to project file size.