Progress update. Armor block out is done. i will add sword and helmet later. I switched to Zbrush. My computer can't handle sculpting in Blender once i pass 500k verts. Cool to see how everyone gathers startup refs! Can't wait to see progress shots!
The important thing is the total number of materials on screen in any given frame (Actually it's state changes in the render pipeline that matter but we'll stick with materials for the purposes of explaining things to artists) The number of materials on a given building really doesn't matter If you have 500 buildings and…
It's been a while since I have used Unity, but do recall having to deal with material order since Unity assigns them to the mesh based of lowest face index value per assigned material in Maya. Something easy to do is gather all the material assignments and sort them by lowest face index. In this case, I took a 50k sphere…
Yea, previously I was using an i3 and I could never before afford something high end, so I dont know what is worth,nor the differences. I was leaning towards intel's i9 10900k till you guys told me about amd coming up and if they are going to be around the 500-600 euro mark then i'll get the one with the most threads
great model, very stilish shapes but a bit strangely clean and glossy. The roughness on all materials seems kind of "medium" you could push the contrast there a lot more. The values / brightness is very even as a cause also with everything being very evenly lit. The rear does takes my attention more than the way more…
A lot of photographers consider 50mm to be the closest to a human eye's focal length, while others argue that 35mm is more representative of what an eye sees. One guy tried calculating the equivalent camera focal length based a human eye's field of view angle, and concluded it to be 43mm (not that anyone makes camera…
The actual cost on modern hardware should be negligible, but since you're asking a yes-or-no question, yes the impact does exist: https://stackoverflow.com/a/50253669EDIT: Should add though that the cost is in GPU processing, not GPU memory. The texture data will always occupy the same size in GPU memory, no matter if that…
Questions are totally cool. Probably your Viewport Config is set to a low resolution for Texture Maps: http://help.autodesk.com/view/3DSMAX/2019/ENU/?guid=GUID-502A94D2-0037-407B-95BC-6CD90067740B Which version of 3ds Max are you using? Can you show a screenshot of the strange downscaling?
hi! thanks for the lessons. my mesh is at 2nd subdi/800k polys, started with the 256k plane of head. so on the next one; i should vaguely construct the eyelids, browbones and cheeks etc first, zremesh it down to 50k before proceeding to sculpt? thanks!