Yeah, my point is that if future engines can handle 100 million triangles on screen, you shouldn't put 100 million triangles on screen. Wasted triangles for the sake of upping the polycount is a terrible practice.
I was expecting it to be 50, but it turns out you can go beyond that. So I'll have a guess at either 100, or whatever level you end up once all skills turn 100.
I tried with 10k. Works fine, longer loading times though :) Go go iPad! Too bad the app does not support a higher res, this is upscaled. Exactly 10k with a 512px color texture.
Check this out: http://forums.steampowered.com/forums/showthread.php?t=1300631 If it says 100%, it may not actually be 100% because it rounds up. Also bonus items... I was just discussing this with a friend the other day and found that on the steam forums.
!!!!!!! well, length, width and height are the dimensions of your box in whatever your unit setup is set. 100 is the scale value in percent, since you have the scale tool selected, so 100 is totally correct. No issue here ?
It's not an issue with the Dota 2 settings. Post your masks so we can have a look and see what the issue is. Keep in mind that if your alpha channel of either mask is 100% black or 100% white the masks will not work.
Maybe not the best example, but maybe it gives you some idea. 3ds max 5.1 Scanline renderer Max 2.5 Star supersampler Specular Level = 100 Glossiness = 75 Left = no bump, right = bitmap Bump @ 100
Ok so . I went ahead and rolled it back to 1.7. I didnt download 1.8. and its working. I'm not completely sure thats the issue, but i'm going to attempt to ugprade to 1.8, and try now.
The Bamboo of cintiq's is what I see here. As for sensitivity, I've noticed the difference between 256, 512, and 1028. Imo I think it's worth to get 1028 minimum for painting work, especially for fine detail.
yeah, it is default grid - i did the character huge for get more polygons from dynamesh, next time will not do this)) have over 100 subtools right now Thanks for the good remark!