Gnome - (Tris 9.767) (Textures 4096x4096) Axe - (Tris 556) (Textures 4096x2048) Formats: .blend, .obj, .FBX, .glb Based on art of J.B. Monge Get this model: https://www.cgtrader.com/3d-models/character/man/gnome-b5ae70b5-f0b4-4de4-8e18-7a1a657ebb2f model
That rig is really, really imbalanced. If you just use Zbrush, Photoshop and Xnormal you should be fine, but for anything that uses a GPU you should have at least a GTX 750 Ti or a GTX 950.
I just use the default settings and have 256 rays. My CPU is pretty old, that's why the default bucket takes so long on mine i think. I have a Q6600!! Ed
yeah but keep making stuff regularly and sooner or later you'll be pulled towards larger projects anyway this might be a typo but if not, consider sticking with valid power of 2 sizes ( so 256 not 248 ) for textures
buggy modeling done 1956 triangles I know the head area might be a problem,- but without those bars there the model would have a lot less charme. It even has a little motor in the back
hah I love cunningham's videos Slainean The reason this character is lowish, 596 triangles, is because it started as an attachment for another character. Like a baby snatcher. I got carried away with it though and finished it
Bungie, I think they use whatever size works. But they're really special case. 512 + 256 = 768 not that odd really. I could see how someone might think that's a standard size.
I have geforce6800gt 256 and next gen content is greyed out. Not that it takes away from the gameplay though, I think you need a card that supports shader model 3.0 to run this shit?
I keep hearing people say to export all textures at 4k and downscale them in engine. Does this apply to things that I know will be using smaller textures like 256 or 512? Seems so many 4k textures will keep adding to project file size.