Bek polycounter lvl 5

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Bek
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  • Perhaps see if you can disable the onboard gpu in your BIOS if you don't need it at all.
  • Thanks for the heads-up. The explanation of why he changed to free is interesting; anyone (considering) selling assets via gumroad or whatever service should definitely check it out.
  • If other apps can do it without needing the user to edit the registry and not having high tdr_delay is causing 90% of crashes I'd look into doing that. Especially since people unfamiliar with regedit seem put off by the new scary warning.
  • s1dK said: PS: but why only from this update we have that error showing up on SP startup and never before ? At least for me. Before it was only in the log — or so I'm told, I had not noticed it despite TDR being default. Nor do I get th…
  • Froyok said:  Also common resources can quickly change depending on what you are working on at a given moment. True. Perhaps allow the user to define the default resource type (and destination) in the settings.
  • Performance is definitely improved this update — exporting at higher res and switching between channels is a lot faster; perhaps that's just due to the reduction in vram usage. The fix to fill layers repopulating all channels when you clear the only…
  • Seneca has a modo script for that; UV Hotspots. It has various methods so you can match closest aspect ratio or closest texel density. He had a video showing it off on dropbox but the link is dead; I can reupload it if necessary (Also you should men…
  • pmiller001 said: Why cant i just slay my allies instead of talking to them? End the game in a n hour Ah yes, the Jorg of Ancrath approach. This is why I really like sandbox or ImSim type games (Deus Ex, Dishonored, to a much lesser exten…
  • I don't think it's unreasonable to want https when it comes to accounts that use your real name and can potentially affect your career if compromised.
  • https://support.allegorithmic.com/documentation/display/SPDOC/Performances It'd be neat if SP had some benchmark tool so people could test their GPU's and share how much an improvement they are. If painting is what you want lag-free try moving the …
  • Plastic tiling is too obvious, you need to break it up more. If you have Designer, splatter circular is a good way to go about this.
  •   more here: https://www.artstation.com/artwork/3nbrE
  • Just because it's a UV seam doesn't mean it HAS to be a hard edge. Soften the edge and your seam goes away — but you'll have to be careful that nothing too unique gets textured there, or you'll have that very obvious butterfly mirroring. And depend…
  • I haven't read the whole thread but just to point one quick thing out in your latest post; you should judge things with a material that lets you see the bevels more clearly; i.e. something that isn't so matte and bright: (that's a cube with a fwvn…
  • It depends somewhat on the end use; for sketchfab purposes overlaying it on the diffuse might be good enough. In game engines using AO as a standalone slot means that the AO can be shown only when those areas are in shadows — it wouldn't make sense…
  • You can find keybinds under Edit -> Settings -> Shortcuts. By default Y will remove the quick-mask, and T is to edit and use quick-mask (and I to invert). With that active you won't be able to paint on any areas that are masked out areas. As …
  • Once you import anything to a game engine, it automatically converts it into tris, so what is the use of creating it in quads ? Try working only using triangles. In particular, try selecting edge loops on a triangulated mesh. There's your answer.…
  • The SP exporter lets you pack your channels however you like, so simply export the opacity map however you please. In marmoset, you need to add the transparency part of the material and apply the opacity map.
  • Am I right in assuming you've split the textures up by metalness so as to not need a metalness texture, just two different materials? Interesting. And beautiful subtle materials as always; the plastic on the ironsight in particular looks really good.
  • Yeah those are the exact issues I think I mentioned in one of the recent 3ds max threads; you can sort of do quad chamfer in modo with the double stack... but not really. I even tried to do a basic script to apply a square bevel then a round bevel b…
  • You can do basic math in modo's input fields (most if not all) too. I agree with the rest though; if you have a moderately complex boolean stack (ie one with subdivides involved) and try to edit the base mesh you get instant regret. Hopefully that w…
  • hard edges at uv seams. figure out why they're good (there's a thread right here in tech talk) and use them. also unrelated to your problem but try and avoid long thin triangles, they're bad for performance (you can read up on that) annnd can easi…
  • Nope. If the slide tool can't get near enough what I want I just slice or add a new loop in.
  • I think you misunderstand me, because I agree with all of those points on text being better; I shared those very sentiments earlier in this thread. What I'm saying is there hasn't been any drastic change in our patience / intelligence over the past …
  • shawnolson said: From experience I know that a higher percentage of users (among my software) will watch a video rather than read documentation. I personally prefer making written docs over videos because they are simple to maintain and update.…
  • Very nice, I'm sure john wick approves. Really detailed and super high res textures. The only thing I'm not a huge fan of are the long wavy scratches. Presentation is fantastic as well, and I love the pattern on the rear part of the grip, just below…
  • Another gun for the Arma 3 mod RHS:GREF. Suppressor highpoly by clima_x.
  • There's no real 'cheating' involved in UV's, you just have to decide between more seams and less distortion, or the other way around. That's a simplification because you will also be taking into account splits caused by seams, and where hard edges c…
  • Mark Dygert said: I feel like we'll keep having this battle, until apathy wins and they slip it in under the radar, there are only so many "its time to save the world" calls that people will answer before they tune out. Seems plausible…
  • Snefer said: Also curious that you say Modo cant make real bevels without manual work? Pretty sure (please correct me if I'm wrong) he's talking about being able to do what quad-chamfer does in max: have consistent quad-based bevels + the…
  • perna said: Bek, I'm pretty sure Nex refers to the fact that you can search for text. You can not search for what is being said in a video tutorial. I also get what you are saying about the value of videos when you don't know what to search for…
  • Very cool. Again nitpicks; maybe that U shaped deep scratch on the mag is a bit odd considering it continues over the extrusions and around the tapering at the front. I'd also consider just disabling the GI to get rid of that noise; does GI even rea…
  • What is Autodesk doing wrong that so many people, even those who use their software, are completely ignorant about its capabilities? It's probably just that 3ds max has more users (I assume), so you get more noise from those with less experience …
  • Looks really good; you're really making the most of the normal map. If I had to nitpick (and I really do in order to say anything critical) I'd say the edge-wear on the inner parts of the rear post seem a little over-exaggerated, or perhaps follow t…
  • If you're running nvidia (or amdgpu drivers on linux), your viewport performance will be significantly better than with amd's proprietary drivers. Also before/after you update your gpu drivers you should do a quick test of viewport perf (glmeter sho…
  • musashidan said: Someday.....someday soon this [n-gon's are bad] myth might just be dispelled once and for all. One reason this myth is still alive and kicking is that quad's-only actually is a requirement — or so I'm told — for film (P…
  • The skew thing isn't in painter yet, but it's a safe bet it will be merged into painter at some point in the future.
  • @Axi5 You can add the integrated one to the UI in any layout using the form editor; no need to keep the old install. (Go to game tools layout, open form editor, click Find FOrm, click on VNTK button, duplicate it in form editor, and drag it up to mo…
  • I wouldn't expect a blue screen with a PSU issue; I think that usually ends in a lockup or sudden shutdown / failure to POST. How old is the PSU? Did you reinstall windows from the same source? If a crash is garunteed after x time under heavy load,…
  • Yeah so symmetry, element action center, select target edge, move.
  • not sure exactly what you're wanting to do from the pic but it's a safe bet alt+z is the answer (action center > element). With symmetry on. The workplane can also be applicable in cases like this, if you haven't looked in that yet.
  • x-ray is just your mesh with transparency, right? That's what overlay drawing is, when you have a backdrop item visible. But like I said I just use wireframe view rather than that. If you aren't already aware the ctrl + (~, spacebar, tab, 1, 2, 3, e…
  • tab = regular subdivision, shift+tab = psub (better smoothing). Shift+d to apply a subdivision. Each type has it's own options in Surface > Subdiv for levels, so make sure you're using the right one (you should see the GL count increase). By defa…
  • you can enable partial polygon selection in the settings too (Input > Selection) if you prefer it that way
  • Slide tool works perfectly in that example. Though you'd (probably) want to get rid of the edge that intercepts the loop in the middle. Usually for adding edge loops I'll be using square bevel, slice, edge slide, poly bevel, edge slice... Also if y…
  • Sure, I'll keep an eye out. There have been other max-to-modo threads (like this one) which you might find useful too. I'm not that familiar with max but edge/axis constraint sounds like action center's in modo. Or other more specific things like th…