There is a bug in the latest build that seems to restrict the resolution of some substance materials to 256 while they should adapt to the resolution of the document, we are working on it. Sorry for the trouble.
This helmet is for project hostile ( http://teamhostile.wordpress.com ) Im working with my own concept art created in photoshop in blender since my silo trial ran out. I'd appreciate some tips but remember I'm youngen so go easy on me! Currently at 156 quads (no tris)
This is a character work in progress. Shot is from Unreal Engine 4. All textures used are 512 and 256 maps, including normal map, normal weight, detail maps and grunges. 19k triangle count. https://www.artstation.com/artwork/ELbz04
if you see a repetitive pattern in your concept then that's when you should consider going modular. for example in my block out i modeled my bridge as one piece of 256 units length and used it to build the whole bridge.
Looking forward to it. I feel like this kind of stuff should be implemented into the OS. Its so helpful to be able to send quickly recordably screencapture .GIFs to people. If only they weren't limited to 256 color and so heavy-weight in size.
32bit as in 24bit RGB + 8bit alpha = 32 bit?* 8bit Red channel * 8bit Blue channel * 8bit Green channel * 8bit grayscale alpha in that case for each channel 0 - 255 or 1-256 depending on the scripting language.
I'll try to add some rust on. The issue about license plate is that later I need to shrink the texture to 256, a little worried about the blur that will happen