Ah, fair enough. I was about to dial 911. "Yeah, we need an ambulance...this man was found using MS Paint...I'm sure how much longer he has left..." But anyways, after a quick google search, I found http://www.tucows.com/preview/347392 I think thats the one I was using
I tried Marvelous Designer today, and the performance is not good. My GTX 950 was better than this one. And tried the Substance painter today with 4k textures and the performance was unusable(cannot paint anything at 4K textures). 2k textures was working fine though. I guess i said good things too soon, time for an upgrade…
I have the same situation. My config AMD PhenomII X4 955 3,2Ghz 8Gb RAM and Maya lagged on 200-500k polygons. And selecting different object very slow. But on Softimage I work with 15 000 000 polygons and softimage not lags. I think this problem in Radeon's videocard. Sorry for my english.
I got really inspired by the job of Jordan Spinks (https://www.artstation.com/artwork/82Xm6), so I wanted to try to acomplish something similar, useing one of the concepts from the same artist (https://orig00.deviantart.net/ffc8/f/2010/151/3/2/maces_by_sidxartxa.jpg) any C&C is very much thankful. Thanks for watching!…
Eric, Duuude, thats some sweet as knights and faces! Love it! Day: 240 - 251. (+ some more stuff that feelt more like finished stuff rather than sketches so they are not here, check ma sketchbook or site!)
Since 5.5 update baking normal maps with matching by "mesh name" option results in black maps. I'm using FBX 2013 from Modo 901. Guess I'll be baking my stuff in Substance Painter for a while =/
Completed Vehicle #08 texturing/uvs, it's production ready. Here is a look at it rendered in the Unity Engine. 961 Polygons/ 512 x 512 diffuse PSD and here is a a turnaround of the wireframe: [ame="https://www.youtube.com/watch?v=XavbkJmPZTs&feature=c4-overview&list=UU8wwKKr-GpntrUnFpN15kVw"]Vehicle #08 Modeling Pass for…
I made a Jupiter Djinn for funsies. Really pushed it to get the tris as low as possible, ended up somewhere around 950 or so. With any luck, it'll make it into a Super Smash Brothers Brawl Mod, which is when I'll apply proper alpha channels to it, since I forget how Brawl has theirs set up.
I don't get it why y'all complaining about AEK-971 being too wide? If it's the magazine that makes you think that the weapon is wide then I must inform you that that's how it is in real life. I'm aiming for extreme detail and precision when doing my weapons/models. And it's not too wide, am I right guys... guys?
Ah sorry, I meant the shadow casting light bug with tangent space vector displacement maps. Kinda makes them useless, until that bug is fixed for me. The bug I am referring to is the one I wrote about in this post. http://www.polycount.com/forum/showpost.php?p=1972767&postcount=551 This was/is still occurring on 2.02…