your mehs is fine... no need for a higher version... have you assigned the subD tag for the mesh... so that the mesh gets subdivided by mentalray during rendering..? here at 4:30 min https://vimeo.com/33319307
Here's my quick example, a bad one You can make your UV's more readable by adding secondary edge loops, this will allow you to make things a nicer layout for painting in photoshop, but without the supporting edge can lead to the normals displaying wrong. Ben Bolton is pretty much a pro at this, and has shown in various…
Ok, rather than starting a new thread, here's my plan so far. Anyone see any holes or issues? (other than the Graphics card that I'm going to keep from my old system. 8600 GTS is decent enough for now) Mobo: ASUS P6X58D CPU: I7-920 Bloomfield Memory: Corsair XMS3 (3x2GB) HD: WD Caviar Black SATA 6.0 gb/s DVD: Sony 24x SATA…
I would always optimize for better texture use unless given specific reasoning from a programmer on my current project to do otherwise. verts are cheap as hell. a vert is about as expensive as a pixel on a texture, in terms of memory footprint. Rendering costs are typically fillrate/draw call/other shader-issues driven. A…
[ame] http://www.youtube.com/watch?v=33MYrU3UV_o[/ame] First ten minutes of breaking down my process from a few weeks ago. I'll post it in my blog thread as well.