Do we have to use every space available? Anyway re-did the male. Its tris-244. So happy with the poly count. And here's a new character I made. It's a cowboy. I'm good with the way I have cut his UV. Was making his texture but it looked crappy so left it.
I've commonly hit 2.5-3 gig of memory used when batchrendering large scenes with Maya on a 64bit system with 4 gig of memory, and if I run orthos on the system, it will max out at 4 gig of memory used, so it is possible. Probably not as beneficial as using 64bit with 8 gigs, but still do-able.
It just came to my mind while recommending this thread on another forum and following another meme: (Maybe this already came up somewhere else??) Some martial polygon art masters chat: Master 1: I can do only 20k polygons.. how much can you do? Master 2: Hmm. i can properly do 24k or maybe even up to 26k polygons.. and…
We'll talk in about a year (I honestly hope not) but after 3 aftersale returns for my home 24d and about 12 other 24hd at work going once there too I'm confidently saying anything 24hd and later is shitty at best...
I'd try checking the normals on the low poly and resetting them. Also exporting and importing as obj may work. Also do you have Max 2.5 Star and supersampling enabled? Just curious if you're using Mental ray or scanline.
i have a question does it matter if the domain of your portfolio website doesn't have your name in it. something like this http://fc02.deviantart.com/fs36/f/2008/246/6/4/portfolio_by_jujikabane.swf do you all think that it will be a problem?
A set of Sennheiser HD 215s (these things). Pretty good for the price although definitely what'd be considered "entry level". The swivel earpiece bit is useful for the office, too. Can hear people try and talk to you and listen to music at the same time.
I went to GDC and managed to snag myself a Character artist art test. had to make a LoL character in 8k tris. I was given 2.5 weeks though I finished this in 1 I have removed this just incase for now THANKS for the replies guys! *glad people are watch'n my back*
I'm working on adding detail to the body mesh of this character I'm working on, and when I use the mask to get the detail going, for example, the boot straps, it's not detailed enough and there are a lot of blocky artifacts. Should I step up to about 2.5 million polys to correct this? Any ideas?