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Old 05-12-2008, 01:27 PM   #21 (permalink)
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Yep nearest and "none" in mipmapping, get that lush pixellated look
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Old 05-12-2008, 01:33 PM   #22 (permalink)
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Not to go to far off-topic, but how do you do the same adjustments in Maya 7's viewport? I couldn't find the options anywhere and the ones I found didn't do anything..my card is a GeForce 8800 gtx
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Old 05-12-2008, 01:40 PM   #23 (permalink)
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Dont know about Maya 7, but in newer versions its in the viewport menu -> shading -> hardware texturing -> switch to unfiltered
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Old 05-12-2008, 05:18 PM   #24 (permalink)
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Thanks for the crits people, also for the off-topic conversation that brought more life to this lonely thread of mine (I guess loneliness is bound to happen whenever i get my hands on photoshop and post the results but whatever.).

Well I got a bit of time to work on 20% of the crits. So I decided to post the result, and the sheets.~
(I gave more alpha to the glass and removed some alpha from the glow before taking the shot, but after making the sheet jpg)


to the left, the alpha and diffuse of the ladder (32X32 tiled), and the diffuse of the vent (64X64 tiled)
to the middle, the diffuse of the power core and special effects of the power core, and to the right its alpha (256X256)


I fixed the special effects except for the sparks (later!), and also created more space for machinery in the thing before adding scratches, because i think scratches will screw up at this rez and without texture filtering.

Speaking of absence of texture filtering: Here's why: Because i friggen love it! The buttons in the power core, for example, would be just blurry pieces of color! But that's not the main reason. The main reason is, it's the style for this piece, which is supposed to bring up to our minds the good old 64-bit graphics and classic 3d games.

EDIT: yeah jimmy that's what im using
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Old 07-12-2008, 12:14 PM   #25 (permalink)
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Quick update:
Here's the fella. complete change of concept!
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