^ So much this! except .55 cents instead of .75 and they can make money off other things like mounts and any other things they have in mind. But like most I am loosing interest and wow clone is wow clone no matter how you look at It. The only thing to get people into this is to make it free or worth $ in terms of play-time…
I've just tested it on 2017.1 and I'm getting instant feedback in the viewport. I have 2600 objects with turbosmooth, all sharing the material. Slate is instantly responsive to open/use/edit mats/etc. My computer is not as good as yours: i7 3930K, pretty shitty old 660gpu - 32G Ram. However, I'm on a rock solid Win 7 SP2.…
I wrote up a mini-tutorial that goes over baking a cloth sim to bones, in case you want to use a animated looping prop instead of expensive cloth sims. http://www.polycount.com/forum/showthread.php?t=66993
These look very interesting. I don't understand why you don't have larger versions of them; http://media.cmcdn.net/8625431/800x152.jpeg I think your TF2 characters look great! But I don't agree on removing these; http://media.cmcdn.net/8625197/783x1000.jpeg http://media.cmcdn.net/8625387/666x850.jpeg
Id like to see these made available in the toolbag: 1. Import more than one mesh, for us environment artists. 2. Vertex blending of textures with an additional modulate map: http://www.polycount.com/forum/showthread.php?t=66952&highlight=snow
660 polys on the decal mesh, 1600 polys on chamfered surface (same vertex count as with hard-edged unchamfered version as it's just using face weighted normals with one smoothing group). Most of the surface polycount is down to nicely shaped seams between material IDs, - the less you need those (e.g. if you don't need seam…
Hi all, it's me again. Now i have a technical problem. I google it out, and didn't find solution. Im doing this space ship [ame] https://www.youtube.com/watch?v=06A_l95vJWw&list=PLes9FmwJw5PZmaWIvUUKakqYMuttswvG6&index=13[/ame], followed tutorial untill 55 minute mark, and then i cant render it. Im getting that grey tiled…
Looking good. Personally I would always spend more money on the CPU than the gpu, since the CPU is going to be a limiting factor over a longer period of time, while the gpu is upgrade able. I wouldn't go with anything under an i7 3770. I also wouldn't go with anything under 16gb. I built the same machine you are doing here…
You control the blending between textures at the vertex point.More verts =better looking blends.Best to read this thread for a better explanation. http://boards.polycount.net/showthread.php?t=66952&highlight=uncharted
I have sidebar gadgets on my desktop which tell me how much ram etc. is being used. I was just doing some testing and I noticed something unusual. If I have the scene open with just one of my objects visible I can see my gpu is maxed and the ram usage is at about 400mb. As I unhide the remaining textured objects not much…