Good luck Jesse, just remember the cold ass winters they have up there in Chicago:) Lost my norther blood a long time ago, and would probably break down and cry at 32 degrees, let along -40:P Spark
getting back into our little DS project. heres an environment dome for the demo. its starting to look cool. man i love DS work, you really know where you are with 100% illumination and 32 colours/8 alpha
The engine must've been pulling some serious voodoo then! :P A single 8bit 512x512 texture eats up 32 pages of memory on PS2. Most 'average' games rarely have more than 90-95pgs available per-frame.
I'm having the same issue. I have a 32" 2K monitor as my main, paired with my 4K Cintiq. Glad to hear the issue is being addressed, as I really love Marmoset Toolbag 4, and I'm looking forward to diving deeper into the texture painting tools.
Use open source alternatives like RAw Therapee or DArktable . They allow to export unclipped floating point 32 bit exr or tiff file straight from a camera RAW. Sometimes just a single exposure/shot + a bit editing is enough to get enough lighting range.
Wasn't the grid in UE3 based on powers of 2? As in the default grid could be changed to 8, 16, 32, 64 units etc... Maybe OP came across some older material about 'staying on grid' and the powers of 2 values caused some confusion. Just a guess...
Kobalt Kiwi, thanks! the game mesh will be gamish :smile: meaning slightly higher poly than current console standards (Im guessing though), example would be most medium size cylinders are 24-32 segments.. that said that could be current standards for racing games maybe?
Yeah, bit depth is something I would like to do a short write up on. Baking out at 16bit if you can is generally a good though. 32 bit is almost always overkill, especially when the end goal is 8bit, but yeah, worth talking more about.
Guys i have been working on this issue as well and have been using a cloth modifier on a garment mesh then after is wraps onto the object i use a multires modifier to take the count down then use a cobweb diffuse and a mask or a 32 bit tga with a alpha channel
One object with about a million points does not require 8Gb of data. Assuming 32 bytes for each point, you only need 31 megabytes of memory to store it. Their claim is just regular instancing. Reference the same memory repeatedly instead of repeatedly storing the same points.