2K should be more than enough for a i7 920 processor, 12 gigs of ram, and a GTX 285, and I'd go for this case http://www.newegg.com/Product/Product.aspx?Item=N82E16811119160&cm_re=Haf-_-11-119-160-_-Product
Texturing in progress - it's the bane of my existence. I was never good at color theory but I'm giving it my 110% I am pushing for a stylized look so I'm minimizing use of roughness and maximizing AO, curvature and diffusion
If you are ok with just 128 megs, the 6600GT series should be fine. (Stay away from the gigabyte brand. The heatsink is held on by thermal tape vs a clamp and thermal paste method {I found out the hard way :/ )
Oh yea, forgot to post my constraints I was given a max of 10,000 tris and 1.2MB of texture. The MTV enviornment went a smidge over though, in both aspects. I believe it was around 11k tris and 1.4MB of texture.
I'm going to take up smoking to pass the time, now that Mr Aidan Spamhuckster has ruined my visual arts career after BURNING OUT MY RETINAS WITH HIS RED TYPE!!!111 Geez. /jzero
Shit, nice layout on those UVs, conte. 256'll be a snap after working exclusively with 128s and smaller for the last few weeks. Slaught, thanks again for the SDKs, these'll be fun. You're like a damned modelling machine.
Whenever i go to bake the normals for this particular mesh, I receive this error: I'm baking the mesh at 1k with 128 edge padding and the default renderer. Not doing anything fany. I have a High/Low/Cage and I'm encountering this error. Any suggestions on how to fix this?
Hey, illbleed! Everything in 2.0 is significantly faster than 1.8. You should see a large performance increase over the current software when 2.0 is released, across all versions of Photoshop. The education version of NDO and DDO does not watermark maps. :smile:
Oh, its just Remesh with a resolution of 128 and tension set to 0 (its 10 by default) Its also very good at merging primitives flawlessly... (Keen : I would love having something like that in max!! hehe. With the brush tool .. hmmm delicious!)
Mr.Kite did a really good job of creating multi-armed anatomy. http://www.gameartisans.org/forums/showpost.php?p=36275&postcount=110 Dude rules. Arm usually starts with the pectoral, and ends with a latissimus dorsi. Try to incorperate those into your anatomical design.