final shots for portfolio: until now i've been rendering it with 1024 texture, but it turned out that downsized 512 texture looks slightly clearer so i used it on this shot.
If your chamfers are really tight, they won't show up in your normal map when you go to bake, especially if you only baking to something like a 512 map.
Under the Dynamesh button turn up the resolution slider to something around or above 512 Or leave dynamesh and just use the divide button from there is what i usually do
Just some low poly fun to kill a few days before Dom War is starting (fingers crossed). 1'624 tri's with a 512 diffuse texture. Wanted to go overboard with the proportions whilst keeping the texture quite simple.
I have a question about 4k monitors. Generally, for most games, say an FPS, 512 pixels per meter seems to be the standard. Will this need to be doubled in the future as we migrate over to 4k resolution monitors?
Hey Guys, update again. Just about ready to call it on this. C&C is welcome. Final poly count is 5714. Textures range from 256x256 to 2048x2048. Most are somewhere between 512-1024.
Use VectorDisplacement compression, it will quad-ruble the file size, but since UDK already has a hard time reading above 512/1024 UV coordinates in texture form, it shouldn't matter too much.
72x72 pixels? That´s nothing. No wonder you can´t get clean results. Depending on what you want to do with it, you can have you alphas way bigger (try 512).