Here's a capsheet for Project Thomas, after chatting with
solaris I went and redid some suff.
I think it's a HUGE improvement
*Note, the bumpmap texture is not on this model; my MacBook Pro was getting ready to catch fire as-is....apparently 2million polygons is too much for my 2nd Gen. laptop?*
solaris I went and redid some suff.I think it's a HUGE improvement
*Note, the bumpmap texture is not on this model; my MacBook Pro was getting ready to catch fire as-is....apparently 2million polygons is too much for my 2nd Gen. laptop?*
Category Artwork (Digital) / Fantasy
Species Unspecified / Any
Size 1147 x 1003px
File Size 1005.4 kB
Snow Leopard is completely 64-bit, unfortuantely I've got a shitty video card. It's an ATI Radeon x1600. Next to a C2D @ 2.33 and 4Gig of DDR2 RAM. It's my hawt for most stuff (including Maya), but those ginormahuge© poly counts are getting pretty serious.
I'll probably end up borrowing my roomie's (
) new gaming rig for Mudbox stuff.
Unless you know how to get distributed computing working between a Macs and Windows 7 boxes :)
...that would probably make me cream myself :D
I'll probably end up borrowing my roomie's (
) new gaming rig for Mudbox stuff.Unless you know how to get distributed computing working between a Macs and Windows 7 boxes :)
...that would probably make me cream myself :D
It's most likely your video card. I googled and there's both a 256 and 512 mb version of that card so I don't know which one you have.Also check your status line in mudbox which is at the bottom right of the screen, specifically gpu mem. If that number becomes higher then your video card mb then your writing to disk and will get slow down.
One thing you can do is go under preferences and in the file drop down set enable preprocession on load to 1. It may increase performance. Also keep in mind, just because you can sculpt on 67 million (my maximum) doesn't mean you should. Take your map sizes into consideration. For example, if your using a 2k map texture the most theoretical polys you'll be able to capture would be a little over 4 million polys. Any details above 4 million wont be captured.
One thing you can do is go under preferences and in the file drop down set enable preprocession on load to 1. It may increase performance. Also keep in mind, just because you can sculpt on 67 million (my maximum) doesn't mean you should. Take your map sizes into consideration. For example, if your using a 2k map texture the most theoretical polys you'll be able to capture would be a little over 4 million polys. Any details above 4 million wont be captured.
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