Here is some information about megascans from another thread: It depends a little on the resolution: for an 8K material with 8bit maps and 32 bit displacement/bump it's around 350MB per material. An object scan with 8K maps (+32 bit displacement) and ztool, highpoly and LODs is 700MB. Around 80MB per material for 4K, and…
Thanks for the examples!! Right, 24 bits per pixel (bpp) is the same as 8 bits per channel (bpc). It's confusing since some apps don't specify when it's per-channel vs. per-pixel. * 8 bits can mean either 8 bits per channel (3 channels = 16.7 million colors, JPG for example), or 8 bits per pixel (1 channel = only 256…
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Vic my comment was not pointed at you at all! Here is some more information about Megascans: It depends a little on the resolution: for an 8K material with 8bit maps and 32 bit displacement/bump it's around 350MB per material. An object scan with 8K maps (+32 bit displacement) and ztool, highpoly and LODs is 700MB. Around…
I'm not up to date on UDK, but if the light mapper (which may be a separate executable from the editor) is not 64-bit then it will only use a max of 3 gigs. 32-bit apps running on a 64-bit system are still limited by their 32-bitness. I would get 16, and put the rest toward the baddest ass graphics card you can get. I know…
to be honest I see no difference at all. Alpha is still ugly binary as hell. As well as mip blurring of the color channel itself. They have some "attempt at improving the shape edges" group inside but I couldn't understand what they are actually trying to do there. Hoped it would work ok in 32 bit since the issue is not…
So I did some tests to see if I could figure out how many lights I want to use. I took a series of pictures with a light handheld at roughly 8 intervals around the camera and at 4 different elevations. The first image with 16 shots, Below with 24 And finally 32 All the images include the highest elevation which might be…
How to combine 32-bit displace maps + Not Enough Memory OVERRIDE Displace Map Generation - 4K 32-bit EXR with highest settings - from one apparently too large subtool = ~22 million polys gives the error Not Enough Memory with Multi Map Exporter, despite my PC having a lot more than 4GB RAM. (I don't want to retopo into…
One more thing to keep in mind is that it can be best to stick to a standard texture size. Most people understand this as a rule but don't understand the logic behind it. The way I understand it is that its easier to load and unload blocks of textures if they're the same size. Unless your using id tech5 which compiles all…
Yes, and I can still pretty much count the triangles on the environment. That's a 16 sided cylinder on the ceiling there between their heads. The latter fewer games have been throwing more and more resources ad characters, but the environment art stays left behind. I am aware of what you're trying to say. Every generation…