In max its generally: Iterations(viewport) and (click to enable)Render Iterations - this is the one you set for your bake. This allows you to set iterations to 1 or 0 for fast viewport response but set render iterations to 2. [edit] Doh, too slow And no, there is no reason to UV the high if you're baking.
you could go old school, and get a regular "pci" video card for your 3rd monitor out. Other option if your mother board has on-board video, re-enable it. Although not the best option, I tried onboard, and my cintiq 20wsx gets wavy lines.
It's tangent space difference, Substance painter uses mikk (like in UE4 or xnormal), Maya has it's own. So the safest bet is rebaking in xnormal (don't forget to export your low without tangents and binormals, and in xnormal enable compute binormals in the pixel shader under tangent basis options).
Heya - I was running into the same issue with LT as well. However, there is a way to still work with the active instanced copy updating itself in realtime and displayed properly! For that you need to enable 2-sided rendering in the viewport options. It's one step more than the older way of doing things, but it works.
Do a google on it to learn what it means. It looks like this in your address bar. But if you try to use it for Polycount, you'll get an error like this: If you go to the Extensions page for Chrome, which of yours are enabled? What happens if you disable them and visit the Polycount homepage? chrome://extensions/
I find working with the tablet is much faster while working in Zbrush and editing in photoshop then a mouse. So I use that. But with mouse. It is doable. If you use Mouse for Zbrush be sure to enable lazy mouse. Zbrush does not utilizes pen tilt but it does utilizes pen pressure I believe.
The core has been proven to be non-multithreaded in the gamebryo engine. Bethsoft allows you to enable some things to be threaded seperately as shown in that article i posted a few back, so kudos for them in making minor work arounds. But yeah, it pretty much gives no advantage to multicore systems.
Polygonal Modeling: Basic and Advanced Techniques by Mario Russo - 2005 On or about that same year I'd already been messing around inside Blender and was looking for text books, nothing fancy just straightforward basic polygonal fundamentals that in turn has enabled further development push/pulling verts, since.
Im working under Modo, and just this week i noticed that you can assign a magnet to a selection. It kinda pre-select your vertices (in purple) just before you do anything. I found that to be quite handy and smart. Does anyone has an idea of what this thing is and where to look in the configs to enable it ?
Id much rather play on a smaller area centered on my screen than having it upscaled and blurry to fullscreen. I tried disabling upscaling in nVidia control panel and it adds a black border but it still upscales.. Anyone know how to do this? Ive seen it before but never knew how to enable it