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Now I'm trying to tackle 2 problems. The first is that there is a lot of banding in the height map. Even when the maps are exported as 16 bit there is a banding issue: The second issue is that the 0.5 value background I have shows a slight indent in painter. Even if I take this texture into photoshop and change the color…
5% of 4k is 192x108 pixels. With a 28" 16:9 monitor that's a viewable area of about 2cm square . So. No, thats not true and your premise is flawed. As far as the existing methods used on flat screens go.. you're looking at rendering 30-50% of the screen at 25% resolution. It's a pretty significant saving - has to be or you…
i was creating a weapon for my portfolio and when i created this barb wire (it is 3 sided cylinder copied over one another and joined then use a curve wrap deformer on it) this was the way i created uvs for it. i was wondering if there is a more efficient way for uving the barb wire as this way of uv mapping with 8 or 16…
Hi folks, finally, I complete my pack. You can access the video containing the highlights, so please, have fun! Video preview: https://youtu.be/vkZXnj2-5tg Product Link: https://www.artstation.com/a/7088305 Accompanies: 104 .TIFs 104 .PSDs VDM Zbrush - Separated by Categories Tutorial How to use in Substance Painter…
I have been working on this on and off for about a week... an hour to two hours a day. I found this little camera at a yard sale and decided to make this my next piece to practice material definition and texturing. Most of the base materials and colors are blocked in. Any idea why I am getting the camera in the reflections…
This is my first attempt at hand painting a texture, this will be titable, I want similar look like wow , I have read the forums and looked at some of the tutorials, but I am just making sure I am heading the right direction. Only two in middle have been done. Any crits would be appreciated . I am using GIMP as a painting…
3D model made for Assoluto Racing (iOS and Android) Polycount is around 14k (without wheels), 1 texture used. It has been a good challenge for me, the Evo2 despite the blocky style it can be really tricky in some parts, I was limited with the polycount and at the same time I had to keep a good shading on the mesh, I've…
- Composition Improvements - second camera render + Video set up - Light rework + Ambient light ____________________________________________________________________________ - Ground Rocky Texture + mesh -Small props added to the scene -Invocation Area…
So here is my problem. My problem is the areas circled in red. I just haven't been able to get them to render clearer. I have tried adjusting the cage and raising the quality but nothing has worked. I don't think that raising the ray count more will help. I just think that it will make the blue area better. I currently am…