21:9 is easier to compare, that's most probably why they chose it as a spec. There is a super ultrawide format as well 32:9 (double 16:9 obviously). http://www.guru3d.com/news-story/samsung-launches-chg-90-dr-compatible-49-inch-curved-ultra-wide-monitor.html
right foot around frame 18; left foot around frame 32/33. yea by cross over I mean the foot that's off the ground moving toward plant. and yea, a very subtle forward/backward motion in the COG or pelvis controller, not sure how that rig is setup.
It's not problem of resolution. I have set 8 for resolution and it looks the same if I set 128. In udk I had 32 and you see how it looks. @edit ok, I give up for know. First I will make whole scene, then I will be thinking how to fix this.
Is your C: drive the same as your scratch disk in Photoshop? If it is, that's most likely your trouble. Well, that and your system specifications are pretty low for working in 8k resolution. I'd argue the minimum system specs for 8k are 32 GB of RAM, and a GTX 900 series card or better.
it saves as 32 bit by default, and i am just using maya for now. I've been testing things out to find a good flow for texturing so I wont have to bother with it when I am working on the actual model. High Quality Rendering is enabled as well.
Hey. For your materials, what filetype are you using? I noticed that sometimes my textures in Unreal don't match when I have them set to 16/32 bit/ channel png's in photoshop. Setting it to 8bit (image>Mode) or using .tga usually solves this for me.
yeah, FDL.com is quite good actually. I've been using that stuff for my accoustic kit. Also after learning the basics, just go to 911tabs.com for tabs, and then if you have a computer with 32 bit windows, u can download tabprinter and make your own music sheets.
I doubt MAP31/32 in Doom II is still fair game though Ironically, it does still appeal to youngsters. There's a masculinity draw to it because it's an important piece of FPS history, thinking becoming a Doom fan so late will successfully hide their own shameful Halo-bred legacy.
I believe this happens when you change the color depth for your monitor to less than 32bit. Updating drivers probably set it to 32 by default. Might be some game you´re playing that changes it and either crashes or just don´t revert it when you close it.
Noticed that switch blend takes 1 ms less at 2048x2048 + non binary alpha. So why everybody uses copy blend then ? Is it pre-multiplied alpha vs source alpha ? That said I don't understand this alpha choice either . See no difference in 32 bit mode I usually do my substances due to more predictable and unrestricted height…