You're probably right. I was just looking at this list http://cpu.userbenchmark.com/ And by that, it's a little faster than the 4790k, but checking Cinebench, and it's a lot slower on multi core. http://www.cpu-monkey.com/en/cpu_benchmark-cinebench_r15_multi_core-8 Or you can tack on an extra $120 to upgrade it to a 6700k,…
I wouldn't be surprised if a next gen air fighting game used a 4096 texture for a plane/helicopter. In the killzone 4 demo, one character uses six 2048x2048 textures, and that was on 4 gigs of ram, and not the full 8 gigs. Though 2048 should be fine at screen shots this sized.
You have a lot of useless (half)loops there. Particularly the LCD screens are wasteful. I would, however, add more sides to the round objects. If the endresult is going to be rendered roughly the same size as your highpoly screenshot (1000+ pixels wide) 8 sides probably isn't enough.
Hah, don't get me started on Square Enix... what about being more organized, putting better people in command to not take 5-8 years in production of a game to launch it? Or even better... What about not doing as large games as that and not calculating the wrong numbers on future planning?
sketchbook always!!! I use it for a ton of things not only work... must of have a stack of them 4ft high by now. Also, I am trying out the surface pro 2... windows 8 isn't my cup of tea, but it runs everything I need it to run so.
Yes, way too much. Remove the sections and change the front page to 6-8 of your best pieces ONLY. Change About page to a Resume/CV That said, don't worry to much about the site now, focus on your work. Also, this should be moved to Pimping and Previews.
Yeah the 1 dead/stuck pixel policy is awesome, some companies you NEED 17!!! dead/stuck pixels to get a replacement. "Contacted Asus support and they told me unless there are 8 or more dead pixels they will do nothing." Also monitors are expensive to ship, about $17.
Well for daily routines I use Ultradian Rythm method. 1,5 hours of uniterrupted work, 30 minutes of uninterrupted rest. Then repeat. Never work more than 8-9 hours. Take weekends of if you can. If you can't try to make some space for yourself.
Update: Ok got it baking the highpoly vertex colours ok in xnormals with out having to explode the mesh but, i came across this post that might help other people out in the future, will try it myself at some point. http://www.polycount.com/forum/showpost.php?p=1850064&postcount=8
copy layer 2 times on one layer edge detect (in photoshop a custom filter with atrix [0 -2 0,-2 8 -2,0 -2 0] blur the result a bit and blur the ohter copylayer the way the edges arent that hard then use the edgedetection as mask for the blurred layer