Oh hey, speaking of the tricount: http://www.artforcode.org/node/106 I don't know if this is possible, but if you guys add a bounty of your own to this, it will become more attractive to developers!
I have the same issue with all the obj I exported except the samples files by quixel. I use 3dsmax 2014 64bits and DDO 1.6. The settings in 3dsmax to export are:
True. It was using the integrated graphics and the 1.3 processor versus the 1.6. Not sure how much that would have improved performance. [ame] http://www.youtube.com/watch?v=CrOq5ScFLUo[/ame]
hehe , its coming ... gota retexture n stuff ... still some rigging problems , but i had alook at the poly count , and its only 13k without the eye lashes.
I've been working on a rifle for real time use. Around 13K tris. Manually PBR textured for unreal 4. Critique is very welcome of course :) [SKETCHFAB]a66b52ede9af472a9a9e0946154d603c[/SKETCHFAB] Here are some WIPS This is the finished highpoly:
Can't believe you Quixel guys put picture of my gun in your spalsh screen of 1.6, feel so happy now! Here is the splashscreen Gun and here is a new one
Poly Counts Dead Tree is 1,108 polys "Cross" Grave01 is 336 polys "Short Skull" Grave02 is 149 polys "Good Intentions" Grave is 135 polys Lantern is 950 polys
Yes, I'll make it available here when we release 1.6 as it supports external texture sampling in the shader so you'll be able to use custom diffuse warp gradients for example.
still have the loadind error: "DLL <C:\Programm\3D Studio MAX 6\plugins\Iphysique.gup> failed to initialize. Error code: 126 - The specified Modul was not found" SUX... WTF?