doesn't look nearly as good as Unreal3 to me...
but it IS pretty damn good
doesn't look nearly as good as Unreal3 to me...
but it IS pretty damn good
Thats what I would suggest too, IF you're not sure what res you are gonna use.. In that case you're better off doing a high-res version of your texture and scaling it down later if you have to for whatever reason. It's easier and less time consuming than making a low res texture and realizing later on that it needs to be more high res, cause then you'd have to redo the whole thing. if you DO know the resolution I'd work in the original size.. but thats only personal preference..
hamst3r needs to sharpen his pencil more often
I like it. Looks solid.
And props are the future. Screw everybody else.
I just picked up Chaos Theory from the office today so I'll be playing that on the weekend ![]()
i love the style. nice stuff. hopefully the game will play as well as it looks =)
i love the model. gj!!
I think DaanO is a bit too serious about these photos. As Steppenwolf said, he didnt take the pictures to create masterpieces of art. He made them to take beautiful pictures.
What is even the point of this discussion "YOU ARE ALL DOING IT WRONG" blah blah.....meh
pics dont work
Why does DaanO always tell us how to shoot our pictures how they should tell us stories only books could tell us but THEN never posts any of his own?
Tisk. tisk.
Cool my buddy PaK-Rat (he posts here too) lives in the same town. ![]()
hehe yeah. One day we will all be called EA Games anyway ![]()
(well, hopefully not)
I usually like to paint stuff in original size... At the end of a day, one pixel is one pixel, and when working with a small amount of them I'd like to have the control over every single one of them =) I find using scaled textures often gives me a very... miniature and accentless end result...
Then again, I've never worked on a PS2 game but DoD sorta had the same limits texture-size wise and did all those in original resolution @256/128.
DF where do you live?
PS2 usually uses 256 and 128s. In some cases 512.
Xbox its usually 256 and 512s unless you run low on memory
The PC norm nowadays is 512 and 1024, same goes for next gen although larger objects can have textures of up to 2048 pixels. I would recommend to keep it as low and efficient as possible though. Every wasted pixel is a wasted bit of memory that could have better been used elsewhere.
Hope this helps.
Why exactly is it bad? I mean I could understand if it was EA but what tells you this isn't going to have a positive effect on the company and your work?
Half-Life 2 on the HL1 engine - mod community remake
Achso
sah aus wie ne Weintraube...hehe
Trotzdem cool =)