a 660ti (is yours the ti version?) is more than enough to run most modern games smoothly. I used to have a 560ti, and that thing could run every ue3 game at maximum settings @1080p with an average of 45-50fps.
I just got to the part where Carmack gives his thoughts about Onlive--around the 45-50 minute mark....That's crazy to think that there's more latency between most computer-to-monitor rigs then there is in a transatlantic packet delivery.
The UVs look exactly the same as the model. Its one island without any seams in it. So why does the area around it not have a uv space on 0-1 ? I'm selecting flatten mapping with 45 degree as usual.
is it uncommon to start around 50k? Yes, yes it is. Most AAA studios will start Juniors between 35 - 45. 50 is pretty rare right out of the gate. And thats AAA. smaller studios will pay even less sometimes.
More Progress, added some air vent fans, lit a bit, redid door since i wanted more detail in it. All textures are grey with AO, no specular either just using diffuse with 45 constant value.
My mom has a big stack of 45's she bought when she was a teen in the 50's. i wore them out when I was a kid. One of them is Little Richard's "heebie jeebies" fyi
Here you go. I believe it has like 90 degree smoothing all over the mesh. Not sure if Modo exports that in the obj though. I also tried with 45 degrees just to see if it would help. And yea.. it's a decimated mesh from zbrush.
Nice concept. Crit on the arm. The Thumb is too flat and in line with the fingers. It should have about a 45 degree twist from the fingers when the hand is lying flat. This has resulted in the thumb bending at an odd angle when you have posed the hand.
Man, more people need to start posting their OC sessions here... they don't need to be great or anything. Ferg and I do ours in 30-45 mins. Anyway, as usual I'm on the left again and Ferg's on the right. click here for the FULL SIZE JPG
look for "Rotate CCW" or "Rotate CW" in Customise > customise user interface > keyboard . It rotates the object by 45 degrees perpendicular to the current view. So in top view it rotates about the Z axis. In user view it depends on what angle you're looking at the object.