"- Do you paint on the finished ZBrush sculpture on the highest sub division?" Yes, the resolution of your model should be higher or at the least match the resolution of the texture you want to export. For each vertex you get a single vertex color, so a 1024x1024 size texture has about a mllion pixels so you want a similar…
This sounds familiar... I just installed Nvidia 266.58 a day or so ago. I was using 198 or something like that previously. When I start up my PC and Vista starts to load it gets to the horizontal animated bar thing then goes black for a while. Sometimes it makes it to the log in screen but the resolution is set to built in…
Sort of right. When you have a properly synced baker/rendered, you start to run into issues with resolution. IE: if you dont have enough pixels to represent a gradient, say on a long thin triangle, you're better off setting some hard edges so the gradiation on the lowpoly smoothing is less. This issue are compounded as…
Useful thread - lots of things to try out ! On a side note, if anyone is interested : I recently experimented with an Elgato HD capture card, in the hope of offloading most of the encoding calculations away from the computer. The device is absolutely perfect for console footage capture at 720p/1080p, and works quite well…
Your VRAM budget might, for starters. I'm all for authoring textures in at least twice the higher resolution needed at the moment, more than once I saw myself being able to pump up the budget a bit only to find out source files don't have more resolution, but it's all about using as much resolution as you need. I'd say…