| =728; =90; ?> | ||||||||||||||
|
||||||||||||||
|
|
=172; =90; ?> | ||||||
| Register | FAQ | Forum Rules | Members List | Calendar | Mark Forums Read |
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#22 (permalink) |
|
Freelancer
|
[hp]: Hey man, that's looking neat
![]() About your texturesize though? Not sure if you noticed that the max size for your texture would be 1024x512. So the ratio of your texture is a little off. And since it doesn't appear to be a 512, I'd assume it's a 1024x1024 or bigger, which would mean I can't allow the entry. So please look that up dude. If you change it before the deadline then it's not a problem ![]() Hmm.. phalogores maps are also too big.. gonna have to send out PM's, doesn't quite seem as everyone saw that rule :/ ! IMPORTANT Please Read ! ------------------------------ So, it seems that we're currently changing some stuff on the forum, which unfortunately means I'm not able to send off PM's to people here. If you're joining this challenge or already have, then please make sure your textures do not exceed the size of 1024x512px. If it still exceeds this limit by the contest deadline, your entry will be disqualified. There's still time however, so if you read this message and your maps exceed this limit, then simply re-size them and edit your post with the new presentation along with the re-sized maps.
__________________
- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits Last edited by Tiros; 19-05-2009 at 07:47 AM. |
|
|
|
|
#23 (permalink) |
|
Senior Member
|
Oh, texture must be 512*512?! I didn't knew about that, must have slipped by me!
Okay, I'll change it later tonight!
__________________
Hélder Pinto ~ Level Artist |
|
|
|
|
#24 (permalink) |
|
Freelancer
|
no no, now you got it wrong again man
![]() Well, if it's a 512x512, then no worries, you won't be disqualified. However, the unwrap has a ratio of 2:1, meaning the size of your maps ought to be 1024x512, or 512x256. Aslong as it's below 1024x512 it's fine though ![]() Cheers!
__________________
- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits |
|
|
|
|
#28 (permalink) |
|
Freelancer
|
Yep, you are allowed to use images from cgtextures and such
![]()
__________________
- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits |
|
|
|
|
#30 (permalink) |
|
New Member
![]() 10
- 0
|
warpv entry
Alright, so here's my second try at a speed texturing challenge! I wanted to try a little something different this time, so I used ZBrush to do my normal map. Which took up a lot of time and left me very little for texturing itself...
I also still have to figure out a better way to get a viewport grab. I know most of you are using the 3dsMax Viewport Shader... Do you know if there's something similar in Maya? That would really help me out! Thanks! ![]() |
|
|
| Bookmarks | |||
Digg
|
del.icio.us
|
StumbleUpon
|
Google
|
| Thread Tools | |
| Display Modes | |