So here's the thing. After 901 hits, new licenses will cost a wopping $1800. I'd rather see them try to go down and keep competing with Lightwave and C4D, but it seems like the Foundry only see's Autodesk and its price points as the competition. That said, if you grab 801 now, it only cost $1499 and that will give you 901…
1879: i dont think that anything is able to replace the HORSE, its just too fucking useful and simple every invention triing to mime or replace the HORSE is either weird or needs extra STUFF which also makes a normal Horse neccecary for OTHER STUFF
Renting your software is also a win when it comes to pay the taxman his bit...2340$( or 1800 if you do the yearly sub) you can write off every year My biggest gripe with Autodesk rental program is that you don't have previous version rights like you do with the perpetual license...I understand only giving tech support to…
try using maya viewport 2.0 if your using a newer version of maya. runs alot faster compared to standard. tho viewport 2.0 is really only good for displaying your model and not so good for modelling with :( I did the same thing as your scene.. cone smoothed to 2.6mil polys and was getting about 8fps in maya 2012 with a…
Yea you can stand on it. I'm not going to be sure about the weight until it's stress tested though. I'm 180 lbs, so no problems there right now. It's meant to be used with 1 foot though, so it's not like you're putting all of your weight on it.
Looking great, but I've probably a bug . All the models are flipped vertically (or at least rotated 180 degrees). I'm not sure if it's marmoset related though or some other setting or driver problem. I think I encountered the same problem with another web 3D viewer before.
Two things come to mind: 1 - Use "ZPlugins: Decimation Master: Use and Keep Polypaint" to preserve polypaint. 2- Your highpoly sculpt does not need UVs if you're going to bake with xNormal. Xnormal is capable of using the polypaint data from the sculpt, so only your final lowpoly mesh will require UVs.…
Did abit more tonight, got some lights and the door to do tomorrow, ill throw in a few more screencaps this time. Image - compressed for Polycount (36KB) Image - compressed for Polycount (51KB) Additional screencaps Image - compressed for Polycount (58KB) Image - compressed for Polycount (90KB) Image - compressed for…
One thing that seems evident on the screenshots that Mark posted above is that overall, the lighting engine has been visibly trimmed (most likely for some production reason, as discussed earlier). I don't think it is just related to a mere bloom value being tweaked - it looks like there used to be a powerful volumetric…