illybang is right - that flickering ("Z-fighting") is caused by the pieces overlapping. It looks like the pieces aren't a size that will snap to the grid nicely - ensure they are exactly 256 units long. Could you also post a screenshot of the top-down wireframe view in UDK?
Would you mind sharing how you did the bark texture? Did you do something like 256/128x1024? Or is a square tileable one like 512² and vertex painting? I'm asking because of the green part on the bottom of the tree. Thanks.
I believe the larger the SSD, the more channels to write to nand. fer example the 256 meg c300 gives you a sequential write of 255 mb/s compared to the 128 meg c300's sequential write of 140 mb/s <-- ouch
Love this challenge. Brings back memories from days of yore when bobo, DH, soul, MoP et al posted awesome 256 skins and shit... Ah good times. And yes, I was a lurker back then and I still am :p
Had to jump on the I *heart* Warhammer/Mythic bandwagon, saw this concept and just had to model it. Still working on the textures and adding details like the book sitting on top. The desk/props are 950 tris, x2 512 diffuse textures. Crits and comments welcome, of course, thanks in advance. EDIT:: forgot the concept..whoops…
Yeah, i'm very on the edge on building one. All I got from reading the sticky is I need atleast 16 gb ram, more cores the better and a decent GPU with atleast 8gb of memory maybe a ssd? it's pretty pricey it makes reading stuff I have $950 budget, not too much I know :| Thanks for the help.
Here is how I've come to understand it. It resets the transform matrix (position, rotation and scale) for that object it also realigns your pivot to the world. Basically 3dsmax is busy remembering what your object started as, and what you've done to it since. When you reset, it dumps that data and treats it as whatever…
Tor'ing? Frick'ing? He didn't invent it but he did make it popular with his minimalist approach to his Sci-Fi scene. He uses a lot of UV tricks but the entire scene uses 2 256*512 textures and makes good use of this technique.
Yeah chill out, I was just being realistic. With our engine at work, we commonly use 256/512 texture maps for entire cliff sections! As an individual piece it is good. I don't even know what I'm talking about now.