Generally huge graphs just take alot of calculating power. Although SD calculates everything and then holds that informaiton in cache. When a change in the graph occurs only those nodes affected by the change are recalculated. So check your system stats again right after you changed something. Its just the nature of…
Tul_ > Thanks! Yeah I know what you mean. I thought about it during blocking and tried a few variants with more height and I found that it was mainly stealing the focus from the flying runic stones so that's why I ended up doing something quite flat. Plus the FX and vertical magic beams will help add height and depth I…
Sorry, I had to laugh a bit (in a friendly way) when I read this and then scrolled down to see your test case. As an experienced modeler, you realize of course that you're challenging the retopo algorithm with one of the most sensitive topology scenarios possible: a low resolution face. The lower the resolution of your…
hi I ve read in Youtube's channel about texel density... could be possilble in TexTOols the same formula (extracted from a comment in youtube ,etc) calculation of TD : TD for 2048 is 20.48 ( 2048 px / 100 cm ) TD for 1024 is 10.24 (1024 px / 100 cm). TD for 512 is 5.12 ( 512 px / 100 cm) Text ools use meter right ? Meters…
True I wasn't particularly helpful but at least I didn't go in the opposite direction. He's using 3D-Coat so there is no going down in subdivision. So it's usually best to start at a very low resolution, sculpt the details as high as you can, then increase the resolution and repeat. It actually looks like he's at a fairly…
Well I finally managed to spend time on this project again, I took a break from it for a while but I'm getting close to completion. There are still a lot of little things that I would like to do with the textures but I have spent too long on this project and I really need to move on to some other models that I want to make…
Hi everyone, Thank you for all the feedback and help. After experimenting with everyone's suggestions, the solution finally dawned on me, and I was able to achieve a perfect quad-based SubDiv sphere using the following workflow in 3ds Max: Standard Primitive Box (set length = width = height, set all segments = 1) >…
Very rarely will your entire texture map be displayed at 100% resolution on screen. Engine/video card mipmapping will reduce a lot of your work to optimize rendering of the texture. Remember, most (if not all) game engines are geared towards optimisation. It wants to render things as efficiently as possible. 3d…