Bollocks id kill you anyday in a console versus pc match ^^ Its like i play a 128 button piano and you a 4 string ukulele, of yourse you can roughly play the melody, but it wont get as fine and intricate :D
Dang... 35 characters! That must have taken like 350,000 man hours! Oh wait... that's 168 years worth of 8-hour business days... That must mean this guy must have a time machine or a Hyperbolic Time Chamber! Imagine the possibilities!
I'm right there with Adam the low tech 30-50's are amazing. B-17. Grumman Goose F4 Corsair Douglas A-20 Bristol Beaufighter CAC Boomerang DH Mosquito Martin 187 Baltimore PBY Coronado Grumman XF5F Skyrocket
I believe the larger the SSD, the more channels to write to nand. fer example the 256 meg c300 gives you a sequential write of 255 mb/s compared to the 128 meg c300's sequential write of 140 mb/s <-- ouch
just an update: the low polied, uved version of this is sitting on my desktop at home, but we haven't had power for 2 days due to irene. the low is absurdly detailed and sits around 17k tris. it's just a shader demo. :)
If you are ok with just 128 megs, the 6600GT series should be fine. (Stay away from the gigabyte brand. The heatsink is held on by thermal tape vs a clamp and thermal paste method {I found out the hard way :/ )
As JFletcher asked, let this thread die. Take a look on these resources, instead. http://www.polycount.com/forum/showpost.php?p=1515379&postcount=170 EDIT: There's this tutorial too, very cool: http://www.polycount.com/forum/showthread.php?t=88799
Shit, nice layout on those UVs, conte. 256'll be a snap after working exclusively with 128s and smaller for the last few weeks. Slaught, thanks again for the SDKs, these'll be fun. You're like a damned modelling machine.
i'd use a layered shader. Here's a good tutorial http://www.digitaltutors.com/09/training.php?cid=5&vid=1768 edit:That might be a subscribers only video, but just googling layered shader should yield good results
Whenever i go to bake the normals for this particular mesh, I receive this error: I'm baking the mesh at 1k with 128 edge padding and the default renderer. Not doing anything fany. I have a High/Low/Cage and I'm encountering this error. Any suggestions on how to fix this?