Thanks for anwer. So I understant in next path you going to fix this problem. But for now can I load this 8k project ( done in 1.8 ) in old 1.7 version to quality export of marmoset2 preset?
hahah yeah. How much you want to bet the Two Skeletons in the Cave are Bernard and Rose? I am thinking that number 108 on the Lighthouse Dial was either Widmore, like some of you said, or Desmond.
My compy is pretty old too: p4 1.8ghz 512mb ram geforce fx5200 and the almighty sound card: creative vibra 128 So, I'm hopefully completing my new computer next week.
It's never wise to work on such huge textures and then scaled them down to 128 or 256. They will look horrible, lazy and lose lots of detail. It's always good to start the texture in the final resolution for such low poly stuff imo.
195.blah FPS. My AthlonXP 1.8 didn't bottleneck this one too much so my GeForce 6800 had a decent performance. Compare this to the 2 FPS I get with Nvidia's Nalu demo...
yeah you dont want to use a resolution like that, the video card will size it down to 1024x512. you need to use textures in powers of 2, ie: 64, 128, 256, 512, 1024, 2048, 4096......
Stirling and Diamond - thx!!!1!1138 1498 triangles so far. Whatever i'll wind up with in the end i'll stick with it, but i'm not going more than 5000. I need to edgeloop the forearm more.
I believe Modo uses a flavor of Catmull–Clark subdivision, which will never give you a perfect circle, but most of the time, I feel like 32, 64, 128 is good enough, depending on the size, scale, and how close it will be to the camera.
A bit of what the highpolies look like for this project. The nice thing about this spec is how quick and simple the HPs can be. When it all gets crunched down to a 256 or 128 a quick chamfer job looks the same as an actual subdivision model.
Without roughness and specular map? What does "detail map" mean? detail normal map or what? So... I used 1024 textures anytime but... I have never seen 1048 resolution map. Thanks for your support man.