Alright, well, now that they fixed viewport 2.0 I always use it anyway. Regular viewport performance: 210k faces, 110 fps As for zbrush - it's entirely CPU dependant
ok so next couple of post are a catalogue of my first attempt to model something proper in Maya( in this case a Land Rover Defender 110), its part of a college project.
hum, rather annoying: I got a cluster and I want it to be only rotated by 90 degrees and IPackThat don't cooperate (rotate by something like 80 or 110) Really annoying...
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maya 2015 extension now also with send to unity and unreal... https://www.youtube.com/watch?v=h949lWBJQLQ#t=112 and max with openSubD... https://www.youtube.com/watch?v=1Cy3niOZ7nA
Thanks dude, here is pretty much the almost finished one weighing in at 110 polies with two 1024x1024 maps (diffuse,normal) pretty good for a 14 year-old :D
@Zarakun By default in udk the character is 110 units tall(I think).. If you want the 96 units tall character you can change the game type in world properties to "utgame".
dude that's pretty amazing. 169 million registered voters in the u.s. 110 million turned up. that's like a 65% turnout rate, i dont think it's ever been that high ever
People have around a 160° fov, in game fov is always going to match the device FOV or it won't be pleasant experience. The Rift has used 100-110° from what I recall.
Just finished, 110 hours, Vaan, Fran, and Ashe at level 99 and all license boards maxed out. Game was awesome as usual but there was a particular amount of grinding in this one compared to previous games.