Yeah I would definitely finish him yourself . The only times you usually see untextured models are the high res versions. This for example. http://fc06.deviantart.net/fs42/f/2009/124/6/2/recon_elite_hi_res_model_by_slipgatecentral.jpg
If you are ok with just 128 megs, the 6600GT series should be fine. (Stay away from the gigabyte brand. The heatsink is held on by thermal tape vs a clamp and thermal paste method {I found out the hard way :/ )
Reposting this from the WAYWO thread: And I'll add these urls: http://www.dafont.com/theme.php?cat=106 http://www.dafont.com/search.php?fpp=50&psize=m&q=carnival http://www.dafont.com/search.php?psize=m&q=tattoo
Shit, nice layout on those UVs, conte. 256'll be a snap after working exclusively with 128s and smaller for the last few weeks. Slaught, thanks again for the SDKs, these'll be fun. You're like a damned modelling machine.
Whenever i go to bake the normals for this particular mesh, I receive this error: I'm baking the mesh at 1k with 128 edge padding and the default renderer. Not doing anything fany. I have a High/Low/Cage and I'm encountering this error. Any suggestions on how to fix this?
yep it's striped so the indice 12345678... mean faces 123 234 345 456 etc the duplications are a way of continuing the strip without the face being visible so it's visible with wireframe but not without obviously you need to solve the ordering issue .... could be alternating :)
Glad we have many new people jumping in on this :) @RuDolf Really nice pose there :P Looks half drunk, lol! Second day of retopology. Sitting around 12k atm. The shoulder piece is really troublesome... Might have to make some adjustment...
Oh, its just Remesh with a resolution of 128 and tension set to 0 (its 10 by default) Its also very good at merging primitives flawlessly... (Keen : I would love having something like that in max!! hehe. With the brush tool .. hmmm delicious!)
Just before fear 2 shipped monolith was at 120+, post fear 2 we lost 30+ people. Then we added two other studios of 60+ but laid off 20+ per studio. Then last year 70+, and now 60+. That's just the layoffs...
2k al the way ;-) takes about as long to paint IMO and would be nice for renders then show it at 1k in engine, 128 texels per metre is generally thought of as reasonable for 360 therefore you could show it as 2k for high-end PC and 1K for 360