Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 1 24-12-2009 , 01:06 PM
MayaGeek's Avatar
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How Can I Improve My System?

So, since this is more of so a tech issue. I thought I'd post here. However, if this is the wrong place... please move it. user added image

Ok onto the question.

So I have been a Maya user for a long while and I am running into an issue that comes around to us all, that is... the issue of having really complex/Detailed models slow/freeze your Maya Program.

I want to build really complex and detailed models but I think the issue I am having is with "Memory" am I correct in that thought? or is it something else?

I mean, I know I've got plenty of GB space. So unless something else causes it I am going with that. I guess what i am asking is, what can I do to improve my system so I don't have this problem? lol

Thanks Much

"MG"

# 2 24-12-2009 , 02:18 PM
mastone's Avatar
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What is detailed?
100.000 polys or 1.000.000 polys?
Maya can handle polys up to a point, it also depends on your OS 32 or 64 bit.
So please some more info

# 3 24-12-2009 , 02:43 PM
Gen's Avatar
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If high poly models are doing that to your performance then its most likely your graphic card. But to be honest, its hard to answer the question without system specs.


- Genny
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# 4 24-12-2009 , 04:55 PM
MayaGeek's Avatar
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Hi guys! lol sorry for the lack of info. I am not sure how much you need but...

"Operating System: Windows XP Professional x64 Edition (5.2, build 3790)

Memory: 2046MB RAM

Graphics Card: NVIDIA GeForce 8600 GTS

Free Gigabit Space is 217.

Anything else? user added image

PS: Would a "DxDiag.txt" help?


Last edited by MayaGeek; 24-12-2009 at 04:59 PM.
# 5 24-12-2009 , 05:09 PM
NextDesign's Avatar
Technical Director
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Posts: 2,988
You could really benefit from more ram. Maybe up to 4 gb.


Imagination is more important than knowledge.
# 6 24-12-2009 , 06:28 PM
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Cool, i'll put it on the list. user added image Thanks.

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