I would simply ask them, just send an email asking for clarification. ask if its 10-12 2048 materials or 10-12 texture maps total. there is no shame in asking for clarification, I do it during production all the time.
Congrats to the winners. For my preference, I like 6, 8, 10, and the one that conte posted. Have to say though, I was really surprised that this one didn't make the top 10 http://wwww.gameartisans.org/contests/domwar/5/finals_cgland_3d_4578.html
Eh, really? that's not the case on my end though..try to make a 10x10x10 box and put it at x=10 y=0 z=0, run the script, since the box dimension is 10 and the target dimension also 10, the box wont scale but it move from x=10 to x=20 to x=40 etc each time you run the script. By right it shouldn't be moved since the scale…
I understand Substance Painter creates texture sets automatically for each Material ID in my .fbx file. But my use case is that I have a single model, say it's a monster, and I need to paint different varieties of textures on it (e.g. fire-type monster and ice-type monster). So far I create a different Painter project for…
after three years i still don't understand how the hell zbrush scaling works but the thing is it's always going to be a factor of 10, so if this does happen you only need to set your scale by a factor of 10, freeze transform and reexport
Thanks for suggestion! His body is slim a bit slender in shape and helmet was build around narrow head. But next time I'll make it 10-15% smaller. :D
So much venom in this thread... There are many other 'one trick ponies' in this industry.. many of whom score 9/10 and 10/10 on reviews every time and people harp on their innovation when it's the same stuff as before just shinier graphics. Cross-pollination of ideas and concepts within the same company?! Oh noes! How…
In your screenshot, the max render time is set to 10s, that's probably why your GPU goes back to 0, but you got 114 iterations in 10s, so the GPU is definitely used. For the larger scene it's hard to say without seeing a log file.