I'll have to take more time for the tutorials, the workflow has a bit changed from 1.8 to 2.0 and all works like in the workflow primer. This was my mistake. Thanks for your time.
Unfortunately, you seem to have stumbled into one of those magic bugs with 1.8 that arises with no explanation. I would recommend creating a new project and seeing if you get the same issue with it.
http://www.digitaltutors.com/11/training.php?pid=1148&inf_contact_key=fbf1d0d72d097e727bb83cf3692e5620ba7d1ea5a59a30d2dcc295a595015dd0 Digital Tutors do a good gob with wide coverage tutorials for Mari. Their 2.0 training comes in at about 4 hours.
Here's some more info on it. Going to retail for $149. Will also support TF2, doesn't say if you can use it for anything else. http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpecial/the_deathsickle
Battlefront 3 I hope. When they sent an email to a countdown to Gameinformer using LucasArts' email, a bunch of people got there hopes up, but it was just an advertisement for a $140 blu-Ray collection.
KB12 was correct: You can have 128 texture samples if you use the shared sampler: https://forums.unrealengine.com/showthread.php?85868-Texture-samplers-limitation-is-still-present-in-4-9
Poly Counts Dead Tree is 1,108 polys "Cross" Grave01 is 336 polys "Short Skull" Grave02 is 149 polys "Good Intentions" Grave is 135 polys Lantern is 950 polys
It shouldn't be too hard to get a new card. I'm running maya, max, mudbox, and zbrush perfectly fine on a Radeon 5770, which goes for between $120 and $140 now days.
Hello Polycount, so i was gathering some reference photos for my project, and I'd like to share them here. There are around 140 photos of slavic architecture, villages, interior, and props. Here's the link to the gallery http://imgur.com/a/sYdnt#0
If you are texturing for mobile games (128 texture), do you need to leave space along the texture borders in order to avoid texture bleed? Or can you maximize your space and use every pixel?