SLI GTX280? isn't it overkill considering a single 1 can handle resolutions up to 2560*1600 and still maintain 32fps with AA4X + AF turned on? If you need those stats, get a 9800GX2 i'm pretty sure it'll be way cheaper than a GTX280 and beefier than a GTX9800. http://www.tomshardware.com/reviews/nvidia-gtx-280,1953-29.html…
James Haywood posted this on the Autodesk board awhile back: "If you don't want it to distort while you're rotating you can change the Render Width and Render Height numbers in the Options window. The actual numbers don't matter as much as the ratio. For example, if you have a 1024x512 texture map, change the Render Height…
yes your right, my first thought maybe an nvidia driver problem.... anyway, i have an Asus P4PE motherboard, pentium 2.4gh processor, geforce 5600 256mb graphics card, 1gig of RAM, and im running windows XP Pro.
[ QUOTE ] Am I the only one who thinks normal-mapping looks like ass? [/ QUOTE ] I think the highlights and shadows created by normalmaps look aweful on certain assets that aren't made to resemble metal, think shiny plastic trees. But highlights and shadow are how you show detail right? I used ORB to create normal maps for…
Concerning the MD2 issue, I think it might be because the MD2 format is (like the MD3 format) in limited space - any verts over a certain X or Y location will get looped back round to the other side, which results in a big mess. Try scaling your model down before exporting - make sure it's not bigger than 256 units in any…
Thanks for all the input. AdamBrone: The use of 1024x1024 was a quick decision. I was going to break it down, but for some reason I didn't. If I had a time machine I would have done 4x 256 textures. Cholden: Yes I do have some overlapping mirrored UV's, but I'm not following with the ability to nock it down to one 256…
Ok, here's the deal. You won't be able to create the perfect model EVER in your lifetime and you'll keep on having to learn. It may sound obvious BUT the whole point is that you shouldn't try to do everything at once cause it is really hard to learn that way. What you should start with depends on your interests really.…
I'd be very interested to see the flat textures for the characters. I know the article says "512x512 for an entire character", but I'm having trouble believing that, especially given all the unique details shown on a lot of them. Then again, Japanese game artists do tend to really pack stuff into their UV maps like…
Looks cool, though Scotland never looks like that, its much more dreary bleached color beauty. What you really need for authenticity is a couple o sheep shaggers in the background maybe? :) Seriously though - http://scotlandtravelpackage.com/scotlandtravelpackage/wp-content/uploads/highlands.jpg The above is not Scotland,…