A new game in Evil Dead universe inspired me to finish this project. It was one of the longest and contradictory personal projects, but I hope you like it. Character rendered in Real Time.











mickeal_alex
Second approach to displacament in Substance Painter
hahaaa, can't believe i forget to xpost these from the discord. sorry dudes. gotta keep up on that
low spec fur test. the monkey king.
tris: 662
texture: 4 x 64^2
pistachio
Hi guys, this is the last variant from this project. Let me know what you think.
4K res on my artstation: https://www.artstation.com/artwork/d0LAa3
LaurentiuN





















LaurentiuN
With the 4.04 update, Toolbag's backend switched from DX11 to DX12, and this had some performance and memory management implications. We also switched from Nvidia Optix to the DXR ray-tracing backend that is built in DX12. Generally, you should see improved ray tracing performance (render speed) but the memory use for the ray-traced acceleration structure can be higher than it was with Optix. In cases of very high memory use, you may see decreased performance or instability.
There is no way to configure Toolbag 4.04 to use the rendering backend or memory management systems from earlier versions.
The VRAM counter can be a little confusing. What it represents is the % of VRAM that Toolbag is able to allocate when it launches, not necessarily the % of the total VRAM available. Unfortunately, video card drivers make it difficult to report accurate VRAM information in absolute terms. What this means is that if you launch Toolbag when 6/8GB of VRAM is in use, the counter showing 100% would = 2GB of VRAM used by Toolbag. If Toolbag needs more than that, it will ask the operating system for additional resources, which may be granted. This is how values over 100% can sometimes be displayed. Values over 100% typically indicate very high memory use and potential instability.
Here are some general tips for reducing video memory usage:
If none of the above suggestions help, we may need to get a copy of your scene file to further debug the problem. In that case please email support@marmoset.co with a link to this thread and a brief description of the problem along. You can go to File -> Export -> Scene Bundle, and then zip up the .tbscene and /assets/ folder to package the scene.
EarthQuake