you could go with a gtx 750 and save money on the PSU. Do you live in the US? Microcenter has great motherboard+processor combo deals. For the case, look into antec which has some models that include a good quality earthwatts PSU. Most of them are 380 w I think, which may or may not be enough for a 750. I'm building on a…
with the characters im going to make a base mesh and then just add props to each one and change proportions to fit the character instead of making it from scratch everytime, heres what ive got, 348 tris which leaves 152 for hair, hats jackets and stuff. swords will not be included on the cahrcter limit as they are probps…
The problem with Modo for game dev is that it's not a replacement for Max/Maya. And $1000 for an application you are mostly going to use for modeling is a bit much. It would be a great deal if it could do everything Max and Maya does, but it doesn't. I don't might spending a few hundred for a speciality application, but I…
I usually make a blinn (Why: It also allows you to use bump, diffuse and of course spec) then in "specular color" tab I create a texture node and load up the spec map. Then you can play around and adjust the specular roll off etc..I keep them normally around medium. Of course like everything else lighting should be final.…
Looking pretty good so far--the main trouble I see is related to the buttstock and pistol grip (but look very lumpy), as well as issues inherited from no quite capturing the width of the receiver properly. The magazine (a clip is a bent piece of metal holding rounds together, like for the Garand) is far too skinny. .308 is…
393 tris down to what...381? Not really making any difference at all. Normally, I'd say yes, saving tris is great, but for something already so simple in construction, there is no point really. Looking good Mondo. Maybe up your color variation just a tad around the main/middle metal parts, and what appear to be the braces…
Ugh, I'm a little embarassed to be posting this, but everyone has got to start somewhere right? This is my second model. Pictured is just the head. It is for a game mod based on the quake II engine. The head weighs 308 triangles. It is a self-prtrait of sorts. Unfort, the right left halves share UV coordinates (as if you…
So Ive been trying to add Eyeballs to my character and i found a decent procedural to do that. Here is the link to the procedural https://share.allegorithmic.com/libraries/328 What i am having a problem with is getting a handle on the UV scale and the UV offset. I am trying to manually type in the numbers but They are a…
Oke Thanks oglu. Do you perhaps know if there is like a setting to turn on vertex paint on import (fbx) in marmoset? Now I have to go to each material and change the prefix from albedo to vertex paint. I'm still on marmoset 3.8 right now. I can select mesh part, but it doesn't jump to the current material :-( is there…
I've continued to style a bit and finally have converted my model from curves to geometry and optimized all the low-hanging fruit away. As a result it's now edgy in certain places, sitting at 38k prior to any proper manual optimization (my threshold for these hair meshes is 45k for the more complex ones like this one, so…