Hi, this is my first environment, hopefully it will be easier to get into the industry than with character stuff. Any help on how I can improve it will be really appreciated. 5075 polygons. 14x 512 maps, 1x 1024 and 1x 512 by 256. Made in Max, no lights. the 1024 is the road. The model is based on a photo.
Howdy all, here's a feller I've been messing with. 2242 triangles (character, axe and gun) with a 512 map for the body and 2 256 maps for the head and jaw/arm. Ork Front Ork Back Wireframes: Ork wire front Ork wire rear I have to update these since I took out the codpiecey thing and added a stogie. Lemme know whatcha…
I have a pretty good rig . GTX 580, i7 950 processor, 12 GB memory But my seagate 1 TB hard drive lets me down. Can I get some feedback on what Hard Drives are good for loading times, Bootup. But also just practically good for gaming . Price range not a problem but Not over say $600 thank you
Hey all. My name is Chris, I work for Zipper Interactive and now with the ship of MAG, I thought id show some of the work ive done. I was responsible for mostly the faction assets. Thanks for looking! SVER RAVEN VALOR MISC. All of this stuff uses a 1024 diffuese, 512 normal and 256 spec map and all are around 5k tirangles…
Basically just wanting to improve my low poly texturing skills over the next week or so. I have been making little scenes and props to practice. Ill chronicle this one here, maybe get some texturing tips wen I get there. So far just finished the model: 300 tris, will aim for 128 or 256 texture, Uving now
When I try to load my material I made in designer in painter it won't load sp starts getting stuck. And it doesn't put my material on it. I've waited over 5 minutes to load it on 256 and it didn't load. I tried loading it in substane player at 4k and it loaded within a few seconds. SD and SP are both up t date.
The 750 and 750ti are already powered by the maxwell gpu. The 900series currently is only the high end maxwell series. Maybe nvidia does the same again and the 950 and 950ti will make use of a new architecture which will be present in the next high end series.
Zynga layoffs 2012 - 2013: 618 across 7 studios, with only Zynga Japan not reporting numbers. Electronic Arts layoffs 2012 - 2013: 916 across 17 EA-owned and EA-published studios, with 7 studios not giving numbers.
A bit of what the highpolies look like for this project. The nice thing about this spec is how quick and simple the HPs can be. When it all gets crunched down to a 256 or 128 a quick chamfer job looks the same as an actual subdivision model.
afaik, Compact Memory unloads data to your hard drive, so you want that cranked all the way up (256 is waaaay too low) to properly take advantage of your ram instead of relying so heavily on your HDD.