Thanks for the replies. I haven't replaced a PSU before, so I'm wary of trying for fear of making the situation worse. However, of your three suggestions SyncViewS, I think that the most likely culprit is the power switch itself. Since testing it doesn't seem to be as difficult, I'll try that first and report back on my…
Thank you for your reply's. Apocrs1980, i think this way might work better as I now have a better lighting setup in my scene and adding fog any other way just flattens it all too much. I will look into making some fog cards as I need to have more control. FreneticPonies, In the scene here I am using Volumetric Lighting and…
Cheers for the reply! Yeah you are totally right. We've made some of the stuff ourselves and I've borrowed bits from elsewhere, so things aren't looking right currently. Kind of hard as we only have 1 3D modeller currently. Hopefully we can start replacing stuff so it's not just placeholder!
Hi guys thanks for the reply! I wanted to give more context and post the update: the game is simply diving for fish to collect, then sell them to purchase upgrades to reach the bottom. So far I have 3 zones created with (hopefully) their own unique feel. My limitations are through using Unity's URP where certain post…
Yeah well i can totally understand you , i have 4890 and it gives me 4-5 times better performance and never made me any problems . Did someone try 6950 ? I think to change to that eventually ? If someone have one, please can you tell us your frame rate . Okay so .... i contacted Nvidia support with 3 pages report :D Thats…
For next time since you already made the piles, looks like maya? Is there a similar copy option in maya as in 3dsmax where you can clone an object and instance it so that you can then "edit", the "original" mesh and also be editing the entire pile so that, this situation you speak of with the "ugly-unoptimized meshes", are…
You should be looking at photo reference of a specific real world location. Look closely at the photos and try to analyze the material layers required to replicate that look. We have lots of great tutorials and resources for modular texturing on our wiki: http://wiki.polycount.com/wiki/ModularMountAndBlade Plus check out…
Thanks for the reply, @poopipe! The idea is to avoid making things manually, automating this process as much as possible. So replacing contents by hand would be my last option. Blueprints and scripts seem to be the solution. But unfortunately, I'm currently only skilled in hard surface modeling, and my Python/Blueprints…
thanks for the reply. For this game I was going to have a higher poly building and lower(just a box) for each type. Doing that for LOD. So would it be better to texture windows and things separate in that case? Because once at a distance the game would have to load all new textures. But maybe it would reload textures…
Hey Gav thanks for the reply, that's good to know about your Marvelous Designer workflow, I was wondering if it has completely replaced clothes sculpting altogether - that seemed an intimidating prospect as Im no expert sewing/clothing pattern designer. Good to hear it can be used as a base rather than having to keep…