Can am3 and the amd processor handle the nvidia too? How would you install that accelarator thing. Never heard of such a device. Does it really speed up say the 1 tb 7200 hds? IS there a big performance difference between a 560 and a 570 gtx? Any brand of nvidia that is recommended? I have MSI which is a decent card…
Not sure what I did here but my result does not tile. Heres my sculpt showing the Polyframe. http://imageshack.us/photo/my-images/577/planesculpt.jpg/ My Result http://imageshack.us/photo/my-images/716/normalplanebakepic1.jpg/ Any help would be great, Thanks.
that cant be true coz im a newb and we dont have squirrels here so i dont have any shots of them :D , would love to see the others aswell :) my favorite model and the only one that doesnt get annoyed with me following him around with a camera http://www.flickr.com/photos/62801682@N05/5718651840/ for some reason it wont…
Thanks ysalex. The open day is not until March, but Blitz needed a work sample sent to judge my worthiness :) I'll find out if I got a place on the 23rd. Snader, I did some further optimisation on the wheel hubs and got them each down to 266 tris from 571 originally. Still too high, and I could probably halve that again by…
Okey, i find the way how to change mode now, but still nothing happens. I think it doesnt work because i am using ati radeon hd 5700. I installed udk with my laptop with has nvidia driver, and the subtract brush worked. I had driver issue also with source sdk. So i expected that there is same kind of issue in udk.
hang in there man I went through the same frustration when I transition from Max to maya. here are some vids Tips and tricks: https://www.youtube.com/user/mayatoolbelt workflow: Slipgatecentral making of N0X-2292 https://vimeo.com/5738519 making a scifi grenade https://www.youtube.com/watch?v=z9h0OgUDX10
Thanks for the crit Chris! I diffidently agree with you that the walls are a bit bland. As far as modeling go's I'm not quite sure how I should tackle it to give it more detail. Modeling that detail would likely triple my polycount for the cave(its sitting at 5760 for the cave itself) Perhaps I could create some large…
I think there's small misunderstanding with the "white parts"; it's caused by shader complexity (basically it's the tiny transparents area of your billboards that are kinda heavy to calculate); and from far away (the LOD you already got) it's still pretty bad. A simple solution: change the shader of the LOD you already…