[ QUOTE ] the size and amount of textures doesn't really effect performance. [/ QUOTE ] Up until the scene requests reads from a texture set that doesn't fit in vram, in which case you will fall off a performance cliff. Considering vram varies from 768 Mb down to 128 or lower, texture memory use is definitely an issue.
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Just installed Suite 2.0 and it works amazing the first hour :) . Can I get the 3DO window fused with photoshop like in the getting started video or is this cut together in the video? I do not find a menu of button for this, it's always a starts as a seperate app with seperate window for me. Another small bug: The version…
Hi everyone, I have the following books in almost new condition and no longer need them. Here is the list of the books with their original prices but I am giving them away for only the cost of shipping it to you. d'artiste: Character Modeling (Slip Case) - $75 d'artiste: Character Modeling 2 (Slip Case) - $75 d'artiste:…
A low poly exercise, and a cute little presentation for a ship I recently modeled. The ship is based on the Remora design, from Ian Mcque's awesome concept work. Props at around 17k Tris. Ship at around 60k Tris. Modelled in Max, Sculpted in Zbrush, Textured in Quixel 2.0. Rendered in Marmoset Toolbag 2.…
1. yeah that's exaclty whats happening. I'm using light maps on all foliage. The average resolution is 128 2. the lightmap UV layout is the same as the texture map, with plenty of space between shells. It is only happening on the instances I shrunk, using the inbuilt setting in foliage tool. thanks again
OK puck is strangest one! The head is like one 10th of the wing but has double of texture size. OK we can say that head is seen in portrait and needs a good texture space but wing's texture space is just too low!(128*256) then the tail has again double of wing...
the ones I've seen and used in the past were 256-128 per face, you really dont need super high res, a blurred reflection usually looks better, you are never going to really see crisp details. the main thing is the light sources and hues are properly approximated in the map.
Your outlet UVs use only 1/4 th of the height of your map, make it use the all UV space and use a 128 px map (512/4). It will make the same textel density with less maps. Consistent texel size + Maximizing UV space = less map = Less memory
Looking nice (seat and vehicle). only minor thing, I kinda feel like the big damage on the seat could use a bit of a sharper.defined edge. http://www.alfabb.com/bb/forums/attachments/164-168-1991-1995/159168d1259795368-recaro-seat-damage-ar-164s-recaro-leather-web-.jpg