it's actually very common for car guys to only use subd on localized sections. you make the main curves, smooth them out, add edge bevels and details and optimize. it's especially common in simulation products where the car bodies don't use normal maps, and instead use a mesh that's 100,000 tris or higher.
Ha awesome! Nice find! As for the bug report you can enter 000 0000000 into the serial number its what the trial version is set to use until you activate it. Honestly I think you can type any garbage in there and it would accept it, I don't think it checks it.
All together it is around 7000000 million but i tend to keep the turbosmooth off until either i need to preview it or make a render, i have a new computer so im guessing i wont see the same issues some other people might get doing something like this.
Just say "fuck the 10,000 hours of practice" rule. Hire experienced people whol already have 100,000 hours of work experience to teach you. If you do it the hard way you'll spend years self-teaching and wondering why nobody gives you money for your art talentS.
Use particle instances with proxy geometries if your renderer supports it. I did it on a recent project for a wheatfield scene with 100.000 instances of wheat strands (each had ~100k polys + hair on top) and it rendered really fast with arnold. You could align those particles depending on a base grid and let them all face…
I live a bit north of Bothell and Woodinville and those areas are pretty nice . Bellvue and the very nice places are high dollar . Ebagg has the right Idea I live a bit north and I live in a house 2bd 2bath and it's only 1000.00/mo well worth the commute for peace of living and my own yard !
Aye, css rollovers are easy. a, a:visited { text-decoration: none; color: #ffffff; } a:hover, a:active { text-decoration: underline; color: #000000; } It's that easy - when you hover the text changes colour.
Does nRigid cause heavy calculations by itself or only when interacting with nCloths?What makes it heavy? If I for instance have a 100,000 poly mesh as nRigid, but only 50 polys are actually interacting with a lowpoly nCloth.. will the dynamics be heavy? (not talking about polycount, just dynamics) In a nutshell: when…
Unity has an iphone basic license fee which is about $300. Any earnings over $100,000 then you have to pay for the pro license. I was under the impression that UDK is going to act in the same way as for the PC release, you can develop for nothing as an indy, release something but any earnings over a certain amount means…
thanks again, i definitely fall into his catagory and was going to apply gonna steer clear. thanks Wait a minute isnt this the guy who did the 100000 poly guy based of crisis character?