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The only important part of their content is the charts and graphs.
Exactly!
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The only important part of their content is the charts and graphs.
You know what has easily accessible charts and graphs without having to navigate your way through douchebaggery? WebsitesThe only important part of their content is the charts and graphs.
My time with the NZXT H1 is over. With the fire situation Scorptec sent an email back in January saying they were happy to give refunds out. After getting the 3090, thermals and power meant the H1 wasn't going to work so I decided to take Scorptec up on their offer last week. I had the Corsair 280X (white) before and now I'm back with the 280X (black this time) again, so that was a giant waste of everyone's time, thanks NZXT.
Not sure when it happened, I know Microsoft bought them out last week, but Bethesda titles have been added to Xbox Game Pass (PC)
Ahhhh, guess I missed that.They were added a few days ago, a bunch more go on tomorrow aswell.
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For Substance, did you just use the tutorial in the docs - or some other tutorial/guide? I have some students interested in making 3D assets. I've used Blender before but not any of the Substance software.Thanks!
Over the last few years I've transferred my old mod making interests to indie game development. I've never considered myself anything of an artist so have stuck to code. However I've hit a brick wall just doing that as I was bored of playing around in sample projects and stuff. So I decided a little while ago to see if I could learn environmental and level design. So far it's clicking with me and got the professional Substance software that all the pros use (only $300 USD a year, nothing compared to some of the other industry tools!). It's actually a lot of fun making AAA looking assets. I'm still finding my way in Blender and Substance Painter so a model like that cardboard box and the barrel on the previous page might take me 2-3 hours to make and UV map. Substance Painter is full of smart materials to do 90% of the things you might want (they also have a massive online library that you can download materials others have made), but to fiddle around making something detailed and unique from scratch like that box might take another 2-3 hours of mostly trial and error.
Once I get the hang of it I don't see why things like that would take more than an hour each. Also starting to wonder why can't I make a AAA looking game? Who says indie has to be 2D or low poly? I have been following a few pro level designers and artists from big places like Ubisoft and picking up on their tricks and workflow. As long as you keep the scope realistic I don't see why it's not possible. Not to mention Epic are including their new MetaHumans into UE4 soon too (though I might still look using Character Creator 3 even if it will set me back another few hundred).
For Substance, did you just use the tutorial in the docs - or some other tutorial/guide? I have some students interested in making 3D assets. I've used Blender before but not any of the Substance software.
For Substance, did you just use the tutorial in the docs - or some other tutorial/guide? I have some students interested in making 3D assets. I've used Blender before but not any of the Substance software.
Thanks. They are usually beginner level - some intermediate skill. I will check out some YouTube tutorials. I see they have free student licences - but setting up any licences for any Adobe software on a school network is a special kind of torment (which is why I mostly use Blender and Gimp).How proficient are your students already with modelling? Substance Painter doesn't need a lot of tutorials to get started, it's a really clever program as long as you've done the prep work making the UVs, seams and high and low poly models and stuff. From there it can be as simple as dragging and dropping a smart material from inside Painter until you get the hang of making your own PBR materials.
To get deeper into it though I've used a combo of the demo videos on Substance's website, YouTube, and paid a few bucks for a few tuts on Udemy. The Udemy ones haven't been that fantastic though as I've found the same, if not better info on YouTube. Substance Painter is really easy, it's not unlike using stuff like Photoshop or Gimp. I've found it more worth while learning to model and use Blender better to improve my Substance Painter experience if that makes any sense.
Thanks. They are usually beginner level - some intermediate skill. I will check out some YouTube tutorials. I see they have free student licences - but setting up any licences for any Adobe software on a school network is a special kind of torment (which is why I mostly use Blender and Gimp).
I can get 3080Strix for $500 above MSRP with a wait time of 18 weeks.
What the actual fu** .
Most of the queues the retailers here are listing are for the Strix and FTW3. Any retailers in SG carry Colourful or Inno3D? Those brands here cleared their backlogs the first which is what helped me formulate my sniping strategy. I figured 99% of the Strix cards for example entering Aus would be already assigned to orders, where as those other brands would be going up in stores to be snapped up if you're fast enough.
Is there much difference between the Strix and the FTW3?
I've had EVGA cards for as long as I can remember, but i may decide to switch if a strix is all I can get.
Stuff all discernable difference between any of them besides cosmetics. I think they're both 3*8pin as well. Without looking it up it seems to be mostly Gigabyte with the 2*8pin configurations.
Is there much difference between the Strix and the FTW3?
I've had EVGA cards for as long as I can remember, but i may decide to switch if a strix is all I can get.
Are you going to dremel some holes in the bottom of it to fix the lack of ventilation?
Might as well pick up the white ASUS Strix 3080 for $1949SGD.
Wife will not be pleased, but I can't justify a waiting time of 3 months, we'll be onto the 4080's by then/