Worked on this scene last 2/2,5 weeks. I was trying to improve my environment modelling skills and raising the quality of my 'folio. Scene contains approx. 34k tri's 2x 2k textures for the walls and floor 3x 1k texture for several assets 2x 512 also for several assets 1x 256 for a decal and a few other small textures for FX
https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2018/ENU/Maya-Modeling/files/GUID-5580B297-5045-4251-9596-0F468D73A12B-htm.html Something like making that; actual geometry out of your cutouts, or more like scattering your alphas on the texture like a stamp? Usually we'd use a scatter…
there is quite a lot of empty space there buddy, which explains why the renders work out really nice when the map isn't compressed to 256 like the dota one is, refer to this post from heboltz- notice how packed in everything seems to be/ the areas that get the most camera time in game get more space on the map, and the…
i should fix those texture sizes... i've just been putting it off but that does need to change. So i'll fix the zombie textures to at least 512, 256 if it still looks good. and the alpha definitely down to the appropriate size. I'll be taking out "Rizzo", and leaving Vushni. and i do have a website, so that's ok. thank you!
I blocked out and started making the assets for the scene. Just getting the walls done for now. For the BSP blockout, I went with with a main unit of 256, so that means my room is 768 units wide and 1024 long, without counting the stairs. I based these calculation off of a 3x3 grid floor tile. Hope these help other folks…
well the thing is that the engine i'm working in only supports pvr files. The problem appears mostly in small images (128, 256) and in pics that have a cartoon stroke like the one in the uploaded pic. I'm thinking if i can export from photoshop better. I've triyed things like removing white mattes, black mattes but still…
KS Call of Duty 2 requiers 512megs of video memory, it wont slow down if you have 256 but the textures looks like mud (because the game sets the texture quality automatically based on the amount of memory available). And you need atleast 400W PSU (the 40W is a typo by malcolm or he lives in 1983) but i would get 450W just…
You are trying to fit a square peg through a round hole. Either go way down with your polies and texture resolution for that oldschool look or take a look at some texture sheets from the times when 256 for a character was acceptable. For example: https://tcrf.net/Daikatana_(Windows)/Graphics
The Bamboo Create is a decent size, don't worry about the pressure levels, I doubt anyone can actually tell 256 and 512 apart. Monoprice also has some good cheap tablets http://www.monoprice.com/products/subdepartment.asp?c_id=108&cp_id=10841&cs_id=1084101
Ok, now this is super strange. I redone UVs and the sould be perfect... and the almost are while mesh is facing lamp, but when it isn't it makes this strange dark spots. (Resolution cranked up to 256) New UVs (4px padding between islands, streched vertically as said in material provided)