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Thread: Quick-Crit 2008-2009

  1. #2571
    Senior Member Rentafence's Avatar
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    Re: The Studio Quick-Crit Thread

    Oh shit, for a moment that looked like a render in max. Make more

  2. #2572

    Re: The Studio Quick-Crit Thread

    Hm, it just occurred to me, there's no reason a sky has to be just one bitmap (aside from seams). And I hate pixellated skies. I should do the skies in BCE as a cube of 6 2048x2048s.

    Can you pm me where you learned to do that, so I might follow in your footsteps and make awesome skies for BCE?

  3. #2573

    Re: The Studio Quick-Crit Thread

    Those were not low res actually. The render was low res but the sky bitmap was 2048x2048. The next one that I make will be less blurred and have more amounts of epic.

  4. #2574
    am I an oldfag yet? Heathen's Avatar
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    Re: The Studio Quick-Crit Thread

    I was about to say....
    BlUURRY

  5. #2575

    Re: The Studio Quick-Crit Thread

    But that's what I mean, instead of wrapping one bitmap around a sphere, with the implied wasted pixels at the center, you could apply 6 bitmaps to a cube, with some pixel wastage at the corners but still less than before, and since you're not using just one image the cumulative resolution could be much higher.

  6. #2576

    Re: The Studio Quick-Crit Thread

    The sphere is a white 32x32 bitmap. And a 32x32 multipurpose map. The only thing you can see on the sphere is the cubemap. The highest resolution that halo can support is 2048.

  7. #2577

    Re: The Studio Quick-Crit Thread

    I meant the skybox >_>
    The bitmap you showed for the sky is obviously designed to be cylindrically mapped around a sperical skybox. I say, use a cube skybox.

  8. #2578
    "Think Different" Masterz1337's Avatar
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    Re: The Studio Quick-Crit Thread

    Halo can support things over 2038, but it won't render right on ATI cards IIRC.

  9. #2579

    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Masterz1337 View Post
    Halo can support things over 2038, but it won't render right on ATI cards IIRC.
    Really? Tool always gives me errors when I make bitmaps over 2048. I thought there was a reason that ather had a 2048 bitmap size limit also.

  10. #2580
    Post Apocalyptic Badass Corndogman's Avatar
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    Re: The Studio Quick-Crit Thread

    You could get one very large image and break it up into multiple parts that line up, then UV map it to the skybox.

    Edit:
    Did a little Shoopin' today on a picture of myself, haven't really used it in a while so I was just brushing up:
    Last edited by Corndogman; January 7th, 2009 at 09:43 PM.

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