CUDA is for nvidia graphics cards, do you have one of those? If so its trying to access 474mb from the graphic cards memory not your systems ram. Do you have <512mb if you have an nvidia card?
Specs are: * 27" Dell + 24HD Cintiq * Geforce 770 4GB * 32 GB 2400 RAM * Intel i7 4ghz * 512GB SSD * 5TB HDD * Corsair Vengeance c70 Army-Green Mid-tower * 650w PSU Hydraulic desk is custom built, each arm holds 25lbs for a maximum load of 100lbs when completely activated. I only activate 50lbs at a time though so the arms…
They use 96 because its 3/4 of 128, 6 foot is just a rounded off estimate, 96 should be about the average height of a person, and you can base the scale of everything else off that. Also most games try to texture 128x128 unit areas with a 512x512 textures. So a one story wall is close to 128 units tall.
@sapolini I changed a bit how I do the textures after posting this image. I don't really use anything from nDo2 anymore, since I think it's a bit pointless, especially when I do some shading on the polypaint and stuff. If I did, I think that the occlusion would be the only useful one. To bake an Object Space Normal Map you…
Hey wi_2 thanks for the comment! Finally I ended up the whole week busy with school stuff, and next week I will have more, but I've planed a better schedule to be able to keep up with both school and this project. I’m finishing the texture on the newest piece so meanwhile I will just post a prop I did at school: I've…
nDo2 + Photoshop, 2x 2048x2048 RGBA (diffuse base value - roughness - tiling dirtmap - transparency), 512x512 colour variation overlay, 2x 2048x2048 normal. Additional 1k diffuse & alpha for manufacturer decals. Very heavily driven by the shader in unreal & pure R, G and B vertex colour to separate colours per each hull…
but how to match seamless different maps, I also thought about your theory but how to unify them seamlessly? SO the workflow could be like i make a 15.000x15.000 map then devide it in maps by 512x512 and remake it in UDK? by importing height maps?
One way that helps me line up very simple unwraps like walls, is when editing your UV's in the UV Layout dialog in the upper right corner you can select a different texture to be displayed on the background of the layout editor (instead of the checkers) from that dropdown choose "Pick Texture"...then Bitmap from the…