KB12 was correct: You can have 128 texture samples if you use the shared sampler: https://forums.unrealengine.com/showthread.php?85868-Texture-samplers-limitation-is-still-present-in-4-9
Nope! Bought the usb for dongle purpose and still waiting... and waiting... and waiting... :) Anyway, as Lamont said (http://www.polycount.com/forum/showpost.php?p=1289246&postcount=113), it will take a bit for sure.
It shouldn't be too hard to get a new card. I'm running maya, max, mudbox, and zbrush perfectly fine on a Radeon 5770, which goes for between $120 and $140 now days.
Been playing with Substance Painter 1.3 - particularly the map baking. It seems to work! This will save a lot of time in the future. Wish I'd had this at the beginning. Good results, synced normals, woof!!
Anyone find frosting on cakes to be a little too overwhelmingly sweet? I prefer a nice pint of http://www.haagen-dazs.com/segicd.do?productId=125 with out any bloody Chocolate sauce.
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?
The Pushing Points Topology Workbook is a software agnostic 125-page guide that
teaches you the foundation of SubD topology. More information can be found here: http://pushingpoints.com/v2/the-pushing-points-topology-workbook/ https://youtu.be/vaKvO_iYMds
If you are texturing for mobile games (128 texture), do you need to leave space along the texture borders in order to avoid texture bleed? Or can you maximize your space and use every pixel?
Holy crap, over $120 for a year? Sir, just read Polycount or something. You'll learn more. I imagine much of any useful 3D information is lost on non-savvy writers and editors. The internet is wonderful!