Eric IM me so we can talk about what polycount you want these to be and what all tree types you wants and small plants. I'm not sure if you saw this, but this is the LOD i was thinking of going for. http://tgz3d.com/newtree2.avi quick test of some redwood bark using at 256 res and 512
Got the tri count down to 76, unwrapped to a 512 (Don't know if that's too big for next gen prop that small). Heres the flat and a render. Flat http://i36.photobucket.com/albums/e2/pfassett/skin.jpg Model http://i36.photobucket.com/albums/e2/pfassett/RifleCase.jpg Going to start on the skin now. Thanks for all the help.
Fixed up the rock texture, the problem originally was i accidentally saved it (permanently)as 256x256, so it was scaled to 512 before :( . But it's all good now. I tried adding some colour variation to the timbers too (a shade of purple/grey and some warm red), still have some other things to change as critted above.…
nice to see you around here greg. I wouldnt consider the character a failure, it just needs liek everyone else said more contrast on the texture. Also maybe using 2 512 maps instead of 1024? i think it will look just about the same and you are cuting down half the texture size
any chance of seeing the textures? doesn't really look like a 1024 to me. the thickness and fuzzyness of some of those black lines made me think you used a 512 - could use some sharpening up. I think this is an excellent base, but doesn't look finished to me. her hand looks really small/frail
hey nice find! I ll take a guess and say its about 1000-1300 triangles with a 256 diffuse and a 512 normal map. This unit is reusing alot of the same crack patterns for the skin so it could be also be a 256 normal map if the engine support multi UV channels, but then again 256x256 is very, very small.
you get me all wrong :) there ARE texture overlays.. even if it´s just some structural bump 2d-app whatever.. the thing is.. if your texture looks bad without overlay it will look even worse with it overlays are just finishing stuff.. not a rescue operation ;) and I recommend reducing your textures to 512 each.. that's…
http://www.tgdaily.com/html_tmp/content-view-37925-113.html :) Cool. "Intel demonstrated ET: Quake Wars running in basic HD (720p) resolution, which is, according to our knowledge, the first time the company was able to render the game using a standard video resolution, instead of 1024 x 1024 or 512 x 512 pixels. Seeing…
www.michaelremy.com Thanks for checking out my post because this is my first time posting anything on a forum ever. Well recently I applied at EA Mythic but the portfolio I submitted lacked fantasy genre art. So I decided to make a Tomb from Mythic's Warhammer game to show my versatility, and I wanted to get some creative…