116 Tri's 512x128 Diffuse/Normals/Specular I've got a problem where i try and use the directx metalbump 9 in the viewport, this is what happens: this has never happened before, how do i fix it?
this one does that if you just assign shortcuts to less subd , more , etc . i use it all the time ;) http://www.polycount.com/forum/showpost.php?p=970153&postcount=119
Around 64 for the smaller meshes and 128 for the larger ones i have improved it by turning off the cast shadows on my directional lights outside which are casting the light shafts
Hi there! Same happens to me with 1.8 could you tell me if your problem persisted after updating? This is a bit frustrating when you have those pixelated images.
So, assuming that this ends up as a typical 128/256/512x6 size cubemap, resolution probably doesn't effect the quality too much, but what about high dynamic range?
11k triangles for the hole mesh not including the teeth - there is a lot of potential left to optimize the mesh ... the redesign of the teeth isnt lowpoly yet... i have to bake the normalmap an alpha for those...
Just throwing this up here.. http://www.gametrailers.com/videos/qba2o2/pach-attack--episode-111 Pach breaks down how much a developer generally gets from that $60.
http://xbox360.ign.com/articles/113/1134855p1.html Rumor from IGN is that it could be sold, not necessarily shut down. I hope everything for anyone over there works out.