Recently decided I'd upgrade from a 3 yr old small 13" Sony laptop to an even smaller 13" ultrabook (hp envy 13"). Its stupidly better except for the fact Maya is now for ants only on the 2k display. Has anyone else encountered this, any solutions, or shall I just accept fate and return the laptop? For the record I've…
Hi Thought some of you might be interested in these tools. Make your character DeepFaceDrawing: Deep Generation of Face Images from
Sketches https://www.youtube.com/watch?v=HSunooUTwKs&feature=youtu.be&fbclid=IwAR06H389JiwYEOqdF2AT3RInmwIXLlCADw8VUlGZz8d_58HYICK-x4wMekc Now chose your art
style….done! Nvidia - Synthesizing…
what: simple maxscript that stores and reads per camera stored rendering resolution settings (width and height). You simply click on a camera of that list (list of your cameras in the scene) and it will change the aspect ratio of the safe frame and change your render width and height settings. Its quite specific but…
Hi there I'm not sure anyone has asked this topic already or i didn't find it but I going to ask it again. For example: If i want to make a basic hammer and import to unity. As my Topic should I make top metal and handle wood all in one object, or I should make it separate to two object?? or it doesn't matter?? Make one UV…
Good day, people of Polycount! I have been working on sharpening my 3D modelling skills, so an associate suggested that I try my hand at recreating a prop from a popular game by only using concept art and refernece images available online. I decided to recreate a Medical Lab table from on of my favourite stealth-action…
So Ive followed along the whole way and am in Substance painter but my models normals always look low resolution. For example my 4k textures look like Tim's 2k textures... I believe i followed all the steps but mine looks worse. Mine: Tim's I am aware his is zoomed out more but trust me mine are jagged while his are sharp.…
Hey guys, I'm currently writing a custom shader that makes heavy use of screen space UV's. The problem is, I can't seem to find a way to access the screen resolution/aspect ratio, so the textures I run in screenspace are stretched horizontally. I'd also like to scale the UV's based on distance from camera, which I also…
I've used two monitors of two different resolutions and screen types for awhile, even back when I used a 32" 1920x1080 with my 1366x768 laptop. Now I use a 32"(1920x1200) and 22"(1680x1050). I can't comment on eye strain, just because my second monitor is nothing more than a place for me to move windows to, like UDK's…
So its the new year and like in years past someone normally posts a resolutions thread, it looks like that hasn't happened yet (sorry if it has) so I'll kick one off. I resolve to: * Leave whatever I find a little better than when I found it. * Save and set money aside for fun bigger trips later in the year. So far a lot…
I would highly recommend checking out this excellent article: GPU performance for Game Artists. Pay particular attention to the section called Memory Bandwidth and Textures https://www.gamedev.net/articles/programming/graphics/gpu-performance-for-game-artists-r4632/ The Texture Fetch time can affect performance of the GPU…