Hey Polycount, I've decided to give a little back to this awesome community. The old MC server run by r13 has been, as far as I can tell, permanently shut down. So, I've decided to lend my spare CPU cycles to picking it back up again. I've tested with Eric Chadwick and everything seems to be working smoothly. I want to…
Hey guys I'm trying to speed up or look for holes in this workflow I spent sometime putting together. -put together rough concept and collect reference -model dense enough control mesh -export to Zbrush -make poly mesh 3d, assign groups, GUV tiles, and create morph target -subdivide and model down to high frequency detail…
Thanks for sticking along, but feel free to take your time as well. It has improved between the chair and the table. You simply could have used a different texture resolution for the chair, but having two different chairs on one sheet is actually a good idea. It's hard to tell in case of the table itself because of the…
Hi PC! This will be my #2 post and first ever thread here on PC. I've been lurking here for ages but finally got convinced by some cuties in the PCU-group to actually start a thread and project. A little background, im 21 years old and studied digital production in one of Swedens gymnasiums. For a long time i didnt realize…
Hey Polycount! Building a computer from scratch for the first time, so I have a lot of worries going into this and definitely would like to consult people more experienced than I. Objectives* Double check parts list to see all components work. * Build a computer for roughly $1000 * Build a computer that will last 5+ years,…
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Hi everyone. I was hoping you guys can help me solve, or at least shed some light on the problem I'm having with reducing draw calls in unity. Here's what I'm trying and what i did -Made set of rock cliff meshes that can -Have them share one shader to reduce the draw calls -Made shader that blends 2 textures based on…
I managed to make all the changes I wanted but I still have a piece of code to correct. Currently if you select a bone in the viewport, the popup Skintools don't follow. You have to select the bone in Skintool's list to change the weight of a vertex. I'm looking since yesterday, but I feel that it's beyond my capacity with…
Short answer: PDO is more expensive than Masked Opacity and can be just as expensive as transparency, so it's a poor choice to use as a replacement for Masked Opacity. Just use masked opacity. Longer answer: First lets make clear the terms we're talking about. Masked opacity usually refers to the binary calculation that…