IIRC, zbrush does have an increment save system. Check in lightbox for "quicksaves" or something like that. I thought that on shutdown it autosaves but maybe I misremember. I do know that by pressing 9 it quicksaves, so you should be doing that.
Depends on the system specs and art style you're targeting, as well as how large it'll be on screen. In general though just pay attention to the silhouette. if triangles don't help with the silhouette or baking, then they're probably not necessary.
Hello! I want to unwrap a location with a different scale of assets for URP with the same texel density. The location have walls of different shape and sizes (it is hard to apply modular system) what would be the best to unwrap? (i use Blender) Thank you!
So I figured it out. All I had to do was turn my pony into the emitter and then select it and add quick effect smoke to the mesh and use the particle system as the smoke flow. Then bake all of the dynamics.
Which game engine are you using? The best way to use World Machine with Unreal or Unity is to export a height map and texture masks from WM, then apply them to the native game engine terrain system.
There is no system currently in place to create this kind of material / shader in Toolbag. However, you may be able to create a Substance file hooked up to your inputs with some adjustable parameters that you could use in Toolbag.
I use a G series ASUS laptop, and swear by it. They're meaty machines, really well made, and the cooling system (VERY important in a lappie) is second to none. http://www.asus.com/us/site/g-series/
Hmm, maybe the forum reporting system should be upgraded a bit, so it can group the 'same' report into one, and just increase the number, so the mod can just press one button instead of 50.
@pior I have to think, with the minimum system requirements for the VR PCs, we should start to get more comfortable with medium density models, eh? And leave the normal maps for mostly higher noise details.
is it just a matter of your system being bogged down from all the simulations running at once? if that's the case i'd recommend doing a bake on each sim one at a time when you're happy with the individual result