I would go with whatever the most up to date version of unreal is out. Also, the FX industry is just as tough if not tougher then the gaming industry to make a living. It is far more contract based and unstable...which is saying a lot since the gaming industry is really unstable as well. Pick a focus and just put your…
My character was 11k polys but what I had hidden was my decimated meshes I used for my retopo. So everything in the scene was about 280,000 polys and 292,000 tris. Hiding things help the scene move smoother but deleting them is better. I don't know... does 280,000 poly seem too little to lag?
It's the way computers convert something into an integer by default, 0.9999999 converted to an integer is still 0. I already mentioned it above but will do so again. With unsigned normal maps there is no 90° tangent value, only 90.35294117647059° which is 128 and 89.64705882352941° which is 127, smack dab in the middle of…
Parallelogram 7.8 5.1 2.2 Midpoint 4.1 6.7 2.2 Bisect angle 3.3 2.6 2.7 Triangle center 10.5 1.8 5.6 Circle center 1.4 0.0 1.0 Right angle 0.8 4.8 1.1 Convergence 2.0 5.1 3.6 Average error: 3.54 (lower is better) I got a 0.0 on one! Yay!
Does your GTX 460 have the open gl issues on 3dsmax or maya? I was looking at a PNY VCQ600-PB Quadro 600 1GB 128-bit DDR3 PCI Express 2.0 x16 Low Profile Workstation Video Card is $169 on newegg, does anyone else like these cards? http://www.newegg.com/Product/Product.aspx?Item=N82E16814133354
There have been some significant changes since Suite 1.8, certainly. The way mesh groups are handled now is more logical as well, since you can have an entire project as a single *.OBJ imported with all of the relevant maps - allowing you to fine tune it all at once. Let me know if you need anything else! :smile:
I'm not sure how much geo you have there, but less is more! May I suggest starting with a 128 Dynamesh or something pretty low res. Less geo will force you to focus on the large shapes and plane changes in the face (or whatever your modeling). At this stage you don't want to get caught up in all the details. Keep going:)
[ QUOTE ] texture challenges: themed 5 pack 128x128 single theme floor / wall textures that could be released as a PC texture pack [/ QUOTE ] I LOVE THAT IDEA GO GO GO GO GO. Seriously that would be pimpin. I'd be in for at least one, but probably a 256 would be a better idea, what would you use the 128's for?
The green naked statue I this place, not sure why. Reminds me of working in a team. Serious learning coupled with stupid perverted jokes and rofl's. oh and fart jokes. It's also good because you know that if you post your work you will get the truth, not just the "thats awesome!!111 *dies* faints* *dies again*" shit.
Hey man, the texture is killing your sculpt and normal info. What res texture are you using it looks like a 128 or maybe a 256, extremely blury and dirty feeling. I would just apply the normal and AO to the model and see how it looks and then a simple flat color to let the details shine through and the maps do their jobs.