not sure that'll help as it still has to load the bitmaps to shrink them. I've had trouble with scenes that load several large (200mb) PSD's, despite them being collapsed for display which i think is RAM related more than anything else. My only solution to this in the past has been to have an alternative folder of lower…
Maybe it's doing some kind of dithering there? The color issue could be a problem of Windows/Mac. I can't tell. I was just referring to the 16-bit discussion coming up. PNGs can't have 16 bit in Toolbag at the moment and the TGA loader is also working to correctly in toolbags current version and can't have 16 bit, either.…
What I want it for is just as Loading screen logo , eill have a gold / stoney look , I tried going in manuyally but is really tedious work and it gives out an uneven distribution of quads that leaves with problems when detailing in zbrush ... I then decided to use a uvmapped cilinder and over the top place a displacement…
Good luck finding a Wifi motherboard. They're nearly non-existent. Get a PCI wireless card instead. If I were you, I'd loose the 60GB SSDs and opt for other high-end components. Get a new PSU, a 1 TB HDD, and a high end GPU. SSDs are just not cost effective enough to completely replace mechanical drives. @haiddasalami No…
I like the new version of the fingers, they looks ok to me. By the way, did you use any smooth mesh preview in these screenshots? If it is the case, never use smooth mesh preview when you pst screenshots of the topology! In case please post the screenshots of the current head, torso and trousers topology without any smooth…
Thanks MiAlx, I'll go redo the wireframe for the Viggen. GCMP: The sight is not untextured; it has a subtle mottle effect that I've only seen on the PSO-1. It could stand to have a bit of wear though, you're right. Also, I think you're right about the name, I should probably change it. Could you give me some specific…
3DO only throws that error if your model has any UVs that are outside of 0-1 space. It will not show that dialog for models that conform to 0-1 space. Regarding 3DO previewing: Your mesh group name must be named Gutter001 for it to display in 3DO. Each PSD is named with a prefix - in your case, it's Gutter001. [Normal]…
Avanthera, I love your comments so much. I agree with this 100%. Right now you're confusing us with how you've got stuff laid out. On that first one it looks like you've got a wireframe underneath. That's doing wonders for your perspective. Do some studies or throw down some basic lines before starting stuff. As always,…
Just take a look at some N64 / PS1 / PC games from that era. Very polygonal, with most of the detail coming from low res color textures. http://www.gamegoldies.org/old_game_files/2009/05/unreal-1-screenshot-yard.jpg http://www.blogcdn.com/news.bigdownload.com/media/2009/04/1999feature99.jpg…
It's been a while, it might not look like much progress but i learnt heaps about substance designer and finding my own groove regarding a texturing workflow. I am really getting comfy with substance designer and wanted to be able to change turret colors without having to go back and edit a psd etc. This is an ingame…