Yes, this will be fine, though an SSD helps quite a bit for lightroom if you're processing a lot of photos. Not a terrible idea but not really a big need either. Photo processing in PS isn't really going to stress a gpu, and lightroom isn't even gpu accelerated. I do pretty much all my photo processing on a laptop with…
Dude this is looking crazy at this point! I love the post-processing you have done, along with everything else. ^^ Personally, if I was the one doing this, I would love to add flying nature-particles in the sunlight to help add to the atmosphere. Like these for instance:…
I don't mean to sound defensive, but this is not too much higher than what I would model it at Naughty Dog. Our engine divides meshes by its UV's (around 350 uv's per vert set) and at 3100 uv's that rafter is only about 8-9 vert sets. Typically we can display around 3000-3200 vert sets on screen at any given time…
Thanks everyone! I try to stream more often nowadays, like once or twice a week, just to keep the pace up with my personal modelling stuff. Pior, I guess so, but hopefully that wont happen : ) This is the spotify playlist for anyone that is interested: http://open.spotify.com/user/snefer/playlist/32qdeiAZebx55YOmmNZsTe
Hold off a little longer on a 560ti! There is supposed to be a new 560 version soon, ( GF110 like 570/580 instead of GF114 ) This way you get that 570 ish performance so Nvidia can get rid of their 110 die's before Kepler makes them obsolete. And since Nvidia doesn't have any other new Mojo fer X-mas besides Lightboost and…
try to subdivide the mesh up to 80 mio... and you will see everything is goin into your system ram... with GPU ram you are really limited... its only for storing the textures... mud will run more smooth with more GPU ram but to go into high polycounts you need system ram... 24 gig or more would be best... from the mud help…
Have a look here: http://opentopo.sdsc.edu/datasets?listAll=true You can obtain either raster or point cloud data at a high res. Dem>32bit .tiff>16bit .png>UE4
Its limited to older 32bit Maya builds. If I had time and was working with source more I would just write my own smd translator plugin since there are no good solutions currently. While smd is a very simple format that is easy to understand.
If it persists even after relaunching the program, I'd check if symmetry is on, if you're using the alt modifier, and consider switching to 32bit (or vice versa).