Thanks Eric, That seemed to have done the trick. While I have you here I was wondering if there were any optimizing tips for running Photoshop and Quixel. Running them alone with 4k maps seems to use up nearly 80% of my ram (16 GB). I was just curious.
O_O Oh my God Eric just went to your site, that is some killer portfolio. Awesome Hope you wont mind me asking this but roughly how long time is given to you for making unity environments? We are doing it in max 20-22 days and one 3D person.
Core Overload Art Team Scott Arnold Lisa Clark Stephen Chu Brian Choi Alfredo Dosztal David Heidhoff Michael Kulrich Vaughan Ling Tom McDowell Andre Alves de Oliveira Jose Perez Jet Shao Povilas Selila Justin Tang Eric "Odin" Vancza
Thanks Eric, it's looking good. I don't know why I haven't thought about reading the official documentation. I guess I wanted some shortcuts to transfer my previous modelling knowledge to a new package faster, but maybe it's best to take some time and get down to the basics.
Well you are right in saying that with PBR it's no longer a concern; roughness maps are indeed monochrome only. However, the Linear-space lighting thing is something that was figured out before PBR became all the rage; the article Eric linked is from 2010. Tells you all you need to know about it.
Eric is kinda right here, I mean I'm not going to spend my afternoon looking for something in a jack of all trades post, even with a proper search, I'm going to get too many hits under a single header to make it useful or recall from memory where I'm looking.
Thanks for the swift reply, Eric. Haven't tried uninstalling Realtek as yet, but I'm downloading the latest XP driver from their site right now. I'll try uninstalling it if updating the driver doesn't work. If all else fails, I'll crack her open and check her plumbing. Thanks again.
DAGH will the alpha planes madness ever end?!?!? >_< I`ve been messing a bit with .fx files and have yet to find any documentation on alpha test stuff. I guess its onto to shaderFX. but ONLY cause it has Clowards stamp of approval :P thanx for the new lead Eric-
Hey all, This is my first post on polycount, as well as my first attempt at a realistic human model. I have been mostly working on sculpting the head for now, so any critiques and comments are greatly appreciated :) I'll be posting the body soonish, but I thought I would get as much feed back on this first. -Eric ---
We showed off our project sword at the apple event today: http://kotaku.com/5627603/project-sword-is-epics-first-unreal-engine-iphone-game and you can download a castle walk around demo on the app store, its called Epic Citadel. http://itunes.apple.com/us/app/epic-citadel/id388888815