rick beat me to it =P yeah, I think its mostly 64/128 tiling textures with a combination of vertex coloring and alpha maps for lighting. not really sure what psx supported... only things with non-tiling textures are props, but it really depends on the prop too.
Don't skimp on the vram, its really important if you want to max out games, the main thing is it allows for higher rez textures. I think in the last year ssd's have finally dropped to a price that makes it worth the cost. That's really not a bad price for a 128 gig.
I've been looking around as well. My friend just got a Gateway C-140, and likes the feel/sensitivity of the tablet portion. I'm curious what you guys think is best right now, both in terms of that, and in terms of being able to run games etc. on it?
Ever heard of MWD Field Engineers? They can start at 14K....a month. $14,000....A....MONTH You don't even need top grades from Engineering school (in some companies) since most if not of all your training you'll need for the position is on the job.
@slash: the guy is somewhat a renegade and he couldn't find a matching helmet to go with his biker outfit. I'm working on a latex mask which'll pimp later. Thanks for the reference - "128" was the thread I was looking for. mange takk og ha det.
Oh, sorry I forgot to tell you that you don't need the full version. There's a Keyshot For Zbrush and a bridge which is only $149 https://www.keyshot.com/zbrush/ You could use alpha to create surface details yes. Grassetti is well-known for doing it manually tho :D
Try turning off the Two-Sided occlusion. Also your ray count is really high. I usually bake with the ray count anywhere between 128-256. Higher values will take longer to render and you won't notice much difference after around 256 or so.
It's not problem of resolution. I have set 8 for resolution and it looks the same if I set 128. In udk I had 32 and you see how it looks. @edit ok, I give up for know. First I will make whole scene, then I will be thinking how to fix this.
I think the background on the website (the line pattern) REALLY fights with the images you're trying to display, I think it would help your work a lot more if it was a mid range value, 128 grey and no pattern ... something like that. I can just feel my eyes be distracted by it.
You would need a cavity map to use Quixel as intended. (Normally in 1.8 Quixel would convert the normal to a cavity map. But since you do not have a Normal in HP workflow, you need to provide one. (Cavity map) The rest of the workflow is the same as with a low poly model.