played around with it a little bit, im experiencing weird lag spikes, especially when the camera is still, when im moving the camera my fps is like 70-80 but when its static im down to 40-50.
I think at that size screen you wont notice a difference if you go 1080p. I've seen some things that suggest 4k isn't worth it until you get to like 50" screens. I'd personally opt for the 1080p
maybe you should mention, that just rendered tris count for the 2048 limit. if a normal is pointing away, it's not rendered and therefore doesn't count. example: if you have a sphere with 100 tris, actually just around 50 to 60 a rendered.
you can take a screenshot of the table as if the lightsource was the camera, then extract the shape in PS and make it black on a 50% grey background then blur it the way you want and use that as decalprojector blow the table, it's a very easy and efficient way to fake shadows
I suppose it could be an intelligent business decision, you CAN milk money out of those furry lovers... hell, that's 50% of Deviant Art right there :P And I now fully regret ever Google searching "Babar porn."
Oh, for general purpose handhelds, it is. Hell, the cellphone port of Giana Sisters runs like ass! My PDA can run that at 400% speed in emulation! Unfortunately that stupid Hobbit emulator has only the 400% and 50% speed settings...
Thanks for your reply, coven. But i don't think this is a doable solution in case if i have (for example) a minimum of 50 morph targets each one with a proper wrinkle map assigned. Maybe there is another solution for this..
In short: -bake object space normals to lowpoly in Max/Maya/Blender/etc -convert to tangent space normals in Handplane -throw in Unity/UDK/etc right? For $50, that's not a bad deal for removing a lot of headaches.
Hey do you know if there are any free alternatives to ipack that? For me as someone just working on models in my spare time as a student, £50 seems way too much to spend on a single piece of software