Humm... I don't want to dump on your hard work because pieces of this are looking pretty good but I think the pieces aren't meshing together well and they aren't supporting your overall goal of "abandoned". There seems to be a few missed details that would really help this out. The asphalt material looks really new, which…
Automation of all things that you would have to spend a lot of time doing otherwise, like for example cables => https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=35639
We are looking at probably 3 at a time, but potentially up to 6. Each character consists of about 3500 tris, the environment is fairly simple as well. From what I'm gathering in and around the net, there doesn't really seem to be a hard capped number of only x amount of bones on a skinned mesh (saw mention of a 75 bone…
Ah sorry yes you're right. That's exactly how it used to work here too; you buy the Suite but then upgrade to just Max/Maya. Did you actually speak to them about this? I know that sounds odd since they have it on their website but I'm being told explicitly that you cannot upgrade to just Max/Maya yet Novedge are saying you…
Each intel CPU model has 2 versions. One can be overclocked (those cpus have a 'K' at the end of there model number like i5 4670K i7 3770k i5 3570k etc) and the other cant ( those dont have the 'K' at the end of there number. For this reason Mobos come on 2 versions aswell and u can tell them by the Chipset they are using.…
Maybe there is a simple shader for Zbrush which can work better than the fancy ones. Hazardous always says that we should try different shaders to have a different view of the volumes and surfaces. Also, the FOV can really change how we see the model. The default fov in ZBrush is 50 ( in the Draw menu, beside the PERSP…
It's actually not from what I understand. During E3 a lot of the game outlets got to play behind closed doors and they discussed how different it was for them compared to the shown demo. They have this crazy system with lasers and fancy tech that read the environment that results in it looking so scripted when it actually…
Rooster: Haha, thanks man :) Though, to be honest there are plenty of ugly splotches that bother me. divi: Cheers :) I have about 350k tris at the moment. However, keep in mind that most of those objects are completely unoptimized at the moment. I could shave off about 75k tris by reducing the amount of sides on the…
I use Headus UVlayout but I hate the following limitations: 1. UVlayout cannot handle more then 350k-450k polygon objects on import or while using the software it will run out of memory. I need a UV packer that can handle larger meshs and is 64 bit. Typically I build hard surface models between 4 million and 9 million…