never had an issue with the load times, my favorite 360 game hands down, then again, 360 games cost $60 in the US (about £32) I haven't played it in a few days because I've failed the main mission but I'm going to jump back in and kill psychopaths and work on the cult mission.
Thanks for the comments, I'll move the pushbar down, I was looking at door sizes and seems right about 80 inches x 32 inches and the door handles right around 35 or so inches, so I'll fix that up a bit, here's a boring interior with generic lighting from the above scene
think lego. And make sure all your assets snap to clean numbers units like 32, 64, 128, 256 ext. paint textures this way too. i always looking for that in the portfolios we recieve. Always snap verts that touch the grid to the grid (for environmnet assets)... always. -R -R
Took a break today, decided to reskin Mr Big Chunky Bastard. Still wip, obviously. It's funny, when I first started texturing him, I was thinking about how small a 128 is. Now after working on a bunch of 32s, 128 seems positively humungous. ps. Anyone interested in an sdk?
ZBrush3 is still a 32 bit app, so it's not going to use more than 4gb of memory. More than 4gb will let you go all the way to 4gb, but that's the most you can get to. Still have to break things into pieces, and your system should be able to handle a lot of sub-tools :) .
5800/5900x and a 3070/3080 with 32gb (leaving space for 32 more) would be a fairly good place to be. The extra cores in my 5950x are of dubious real world benefit and outside of processing genuinely huge datasets I rarely go past 32gb of ram usage. I'd suggest that the money is better spent elsewhere
I'm building a composite material in 3DS Max and I'd like to add a MASK to a layer. I'm wondering...does the mask need to be an entirely separate image? Or is there a way to plug in the alpha channel of let's say...a targa or another 32-bit image? It doesn't seem very resourceful to need to create and use another image.
I always though it was interesting that a 32 inch lcd can run a game at 1024x768 pretty clear, but a 1600x900 monitor can't run a pc game at 1024x768 and it be clear, instead its stretched and blurry. Is there any way to have this effect on monitors? Perhaps mimicking the pixel density through an emulator of somesort?
Hi PC, What is up with this? I can bake everything fine at low settings like 32-64 LM res, but if I go to 256-512I get errors of overlapping UVs. This happens on quite a lot of the assets in the game, and I dont understand why. Can anyone shed some light on this?
I'm not sure if this should go here or in requests. Is there an .md3 exporter for max 9(32)? I've found Chris Cookson's importer script and tried to study it to see how tough it would be to write an export script myself, but it think maxscript is a bit over my head at the moment. I found this page on the .md3 file format…