im thinking 732 actually, as it will be about man height (bit bigger) i think it would be cool to have the extra detail. i can see how much the body uses
Thanks for the kind words guys. MephistonX, here is the textures as requested: 512 for the head(the blurry outline is something I had todo to fix a seam issue in marmoset) and heres the 1024 for the body:
It makes no sense in adding it to WIP shots, and even on your final shots I'd keep it to a minimum. Plus, if your maps are 512 and 256 they're definitely not full size in those pictures.
1024 is way too big of resolution to be scaled down to 256 later. If you feel more comfortable working in a bigger resolution then scale down, don't go bigger than 512.
While looking for reference to model the Luna Moth with I really like its natural colors so I took a shot at a more realistic texture. Single diffuse is 512 with an alpha.
More texture practise from me. I think im getting worse lol D: Anyway I was thinking a Resi 4 kind of style while i was making this. It's 232 Tri's, and currently all its got is a diffuse map. 1024 Diffuse Map
Hi :) I wanted to do a fast asset during the process of repairing my big rig :poly122: So here is a Messer, I love this kind of blade, looks mean! The model is 1248 tris, with a 1024/512 (Albedo, microsurface, reflectivity, normal)
Hey guys, kind of a tiny project here. Some friends were doing this Star Wars fanart challenge thing. 1000 polys, 512 texture. I chose to do an acklay. Block in I'll post sculpt pics in a bit, almost done the hipoly
Character I'm working on that is budgeted at 1200 polygons. Body is normal mapped. Wings are wip being normal mapped. Not yet diffuse(RGB color) mapped. Texture size: 512^2 Here's the concept: Wireframe: WIP Render: Any suggestions or critiques would be appreciated.
Oh wow, this is amazing, Really inspiring. I love the subtle DOF on the left hand bracelet. I agree with HughieDM, would be lovely to see this baked out into a 512 just for shits and gigs! Love it all.