Back to answering OP question. I use to have a gtx 860 with i5 computer that ran Mudbox pretty well, It was the only solution I had for painting hi-res multi-tile textures, Because I couldn't run Mari properly, lots of display issues. Technically you can achieve PBR textures within Mudbox. Roughness maps is literally just…
Hey everyone, just sharing a compilation of all the April animbreak challenge entries in one place! https://twitter.com/shumface/status/869568300673417216
Yep, many engines do it fine. I've noticed there's often a hairline seam, but mostly it's not too noticeable. A trick on UDN for fixing the specular seam. http://udn.epicgames.com/Three/ContentBlog.html#Fixing%20specular%20highlights%20when%20using%20X%20and%20Y%20symmetrical%20texture%20mirroring One way to avoid it…
And here is the log of the scene with out the water plance....both crash in PIE Log: Log file open, 10/19/11 10:23:01Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467DevConfig: GConfig::LoadFile associated file: ..\..\UDKGame\Config\UDKCompat.iniDevConfig: GConfig::Find has loaded file:…
i got it on PC... i think it unlocks this friday. Can't wait to play this! Just saw this: http://www.pcgamer.com/2012/05/28/max-payne-3-system-requirements-updated-new-pc-screenshots-released/ LOWEST TESTED SPECS* Windows 7/Vista/XP PC (32 or 64 bit) * Intel Dual Core 2.4 GHZ or AMD Dual Core 2.6 GHZ, or better * 2GB…
Don't UV each polygon separately. This is bad for two reasons: 1) it creates visible seams where the textures do not match perfectly. 2) it increases the vertex count in the game. It is better to UV a surface in larger contiguous pieces. In your example, the top of the island will be grass, so it should be mapped as one…
Thanks, my computer specs are 3 year old i7 860 6gigs of ram nvidia 285gtx It really isn't a high end computer, my poly budget for the level is to not go over 1 million polys and 3000 draw calls. It should run at 60fps minimum.
huh? Nothing but tiling textures here boss : http://www.polycount.com/forum/showthread.php?t=86970 A modular pillar mesh in a game engine today would be either created from a tiling texture, or if it's very unique, get a 512 to a 1024. That help?