i7-5820K is $300 from Microcenter, 3.6 GHz boost, 28 PCIe lanes. i7-5930K is $500 from Microcenter, 3.7 GHz boost, 40 PCIe Lanes. The i7-5930K is only better if you need those 40 PCIe lanes. That extra .1 Ghz isn't worth $200.
I've seen both, either only people working there 'currently' get in the credits, which makes the game 'look' like it was shipped with a really small dedicated team of members, looks good to the suits above too, even though 500 people worked on the project from start to finish only 120 are shown...
I forgot to add that if the poly count has indeed increased, how much has it increased by? Example of what I'm asking is an object being able to be 500 triangles before, but now it can be like 700 triangles or more now in Unreal Engine 4. I'm not sure if this is true or not, but I'm just curious.
Expanding on the axe-gun comment I made before: I feel like you could take pretty much any sort of long rifle that can mount a bayonet, and place a sort of axe attachment over that area. An SKS or maybe a SIG SG 510. It's your call though of course. :poly129:
Life if Pi took 120 million to create. It made over 500 million worldwide. So please tell me. How are profit margins low? Meanwhile R&H goes out of business. Lets not pretend that there isn't any money. People need to start asking where all the money is going.
The hard thing about being an adult is realizing how overpriced Legos are! I've been trying to rebuild my childhood lego bucket but I'm realizing I probably had about $500 or more worth of Legos in that thing, mostly classic space too! Oh how I miss classic space!
That is very true and normal maps are also out. My intention was to make it 128x128, but I felt sorry for the poor bastard seing all the detail vanishing. If I ever was to port this model to a RTS game or the likes I probably would resize ...and I could have about 500 running on screen. :P
Personally, I find for low poly hands making the fingers 4 sided and like that make for not only annoying textureing, but also just a weird looking finger. Here's how I usually go about low poly hands This hand is about 270, and it could probably have some shaved off of it.
An Ambient Occlusion bake would really help with that. It might also help to revisit the sculpt a bit. Normally those types of buttons are used to hold the fabric and padding down. So pushing the tile corners in under the buttons might help?…
#070 Despite having a correctly generated UV coodinates, clean mesh topology, and a perfectly scaled & aligned high-polygon model, Normal Map baking & viewing will never function correctly. In any version of the package. Except when you try to show somebody the problem your having, then it will work until they leave.