Are you trying to turn the model that high in world space? If you can run that on 4gb smoothly, I'd like to have your settings.... My comp is: ASRock Z68 Pro Gen 3 Imtel i5 2500k COOLER MASTER Hyper 212 Plus 2x8 G.SKILL Ripjaws X Series 2x2 OCZ NVIDIA SLI-Ready Edition OCZ Vertex 3 VTX3-25SAT3-120G 2.5" 120GB SATA III EVGA…
Okay. The issue is that your texture files are insanely huge. You graphic card can't display 256 8k*8k texture in real time. You can tell max to reduce the diplayed texture resolution but i would resize the original texture files instead (or tell pix4d to generate smaller textures), because you got no gain from your…
Hey guys! I'm building an environment based off a scene from one of my favorite books, First King of Shannara by Terry Brooks. Basically, the characters are searching for a powerful relic called the Black Elfstone in an ancient fortress called the Chew Magna, hidden in a mountainous region. (Currently I am focusing on the…
towards the back of the scene it will be filled with a green smog to make the viewer focus towards the front hopefully that will help. Well right now I am using 4 1024x1024 maps and a 2048. one of the 1024 and the 2048 maps is on the truck I would like to keep those as detailed as possible since I plan on making that my…
Hello I´ve discovered something really odd in the latest version of dDo. My photoshop version is CC 2014 summer edition (latest). The bug is as follows: When creating a new project, you HAVE to set the TD to a value that is power of two. If it isn´t power of two, then smart materials get really, REALLY miniscule tiling on…
Hi everyone. Found a bit more time to work on this. I made a little steam generator thingy for the back side of the house and worked on the textures for everything a bit more. I only just realized what light map resolution does, heh, so the lighting is coming along. Here's how it is at the moment. Here's a closer shot of…
Render, with big polygons - one draw call on a 2048+ texture runs slower than a 512 texture with 100 draw calls ;) Well, in AS3 at least. On GPU platforms like Unity I have no idea. Up to 100 draw calls, the difference in performance is almost non existent. 500+ is where you start to see a very significant drop in…
There aren't too many concise answers to this, but I'll try to at least give my perspective. The rule of thumb I used to follow was (as a base) 512x512 of texel resolution for every 8x8 feet of environment viewed in third person. If you keep to a consistent density and you make sure your mips are actually showing you the…
Hey Folk's ! Her is the recorder tc-510 from the Mindhunter series intro Made in my freetime,thanks to Anyhony Carmona for his help :) You can find a marmoset viewer in my artstation ; https://www.artstation.com/artwork/YaAvyX Give me feedback or any question, it would help me or any other people. :p Thanks for your help…