Until zBrush goes 64bit (v5) it's locked into only using 4gb of ram. That's 4gb of ram dedicated to zBrush so you want more than 4gb of ram in your system, you want 4gb of free ram above what your system uses at its highest usage point when zbrush is running. That 4gb barrier is annoying and very limiting but there are…
I'm just now getting back into the swing of things on forums, so forgive me if i'm bad at this whole posting thing. But... I like the feedback these guys are giving... it's good stuff for the most part. Someone may have touched on this... and a lot may not agree with me. But i noticed you're mapping everything to one…
Okay, so in order to keep this thread a true WIP, I'm updating with this. It would essentially come after the last post, but I decided to scrap the last post and work with just the death part as I realized I was going to run out of words. Of course, now that I've been writing THIS part, I'm realizing that it is too much…
Alright, I got a little time to do this thread so I'll post my process and little things I thought when jumping from version to version. It's a shame I didn't have time to share it here before so I could get the great feedback everyone else got but I sadly heard about the contest about three days ago and my workload at the…
Next update is finally done! My goodness it takes a long time to setup and animate so many objects :). And a very large amount of code :). At least the basic room for teleporting is done though, and it should make it easier to go around the level and see things as I’m working on them. There are also new game builds to try,…
[ QUOTE ] put it this way: once a cpu grows to 16+ cores gpu's would not be necessary. You can already see the effects of parallel computing (various real time raytraced demos) on real time graphics. All we need now is more cores to add the logic layer in the computation and you got yourself a game that only runs on the…
The short answer is yes. With some research and experience it is possible to look at a single picture and get a rough idea of what coating was used but it's not going to be perfectly accurate. There's a lot of contextual information missing and in this case a single picture on it's own isn't representative of anything…
huh! i never thought of that. I will do some tinkering around to see what i can do. this project was the first for me really diving into PBR rendering so I used look up tables for everything. I guess now it's time to tune things more. thank you! Beard3D Bandit said: LOL, trust me dude I always feel like i'm just trying to…
Actually, before I noticed, that story can be 100words, I made a long story. In final submission - there is a short version. But as I don't want to trash a full story - I will post it here, just in case somebody likes the long stories. ) Mergol - the beast. It was almost a lifetime ago, as I was hunting in the North Woods,…
This piqued my interest so I hacked a macroscript I'd cobbled together a while back for turning sprites into 3d objects (it's a hack squared) It appears to work - it's not fully automated or clever but I actually got some decent results out of it bad things : It starts from a very inefficient mesh (quad per pixel) and…