Showing posts with label nvidia. Show all posts
Showing posts with label nvidia. Show all posts

Tuesday, January 19, 2010

ATI graphics major problemo. Nvidia is vice versa but still a problemo..


I didn't say the ATI hardware suks but the the graphics are very not so realistic in rendering. Color too strong and still jaggy despite having to turn it to the max. However Nvidia is vice versa, its graphics are very much realistic in rendering and color but the hardware are very fragile to heat and overloaded GPU/RAM. Throughout my entire life i have my first respect to ATI graphics in the late 90's when DX7 was very much hardware utilized for soft render without TNL. Then came NVIDIA TNT with TnL with more life like graphics. Until present day i've burned 6 pieces of NVIDIA graphic cards just because of rendering my 3d works, i did not even Over Clock for gaming yet...actually i hardly play any games. However no hardware failure problem for ATI just the poor graphics i have to live with it. My last project rendered with Nvidia was "EXAGE" models, everything before it also have smooth render and in game looks..perfect Anti-aliasing. "XAVAGE" project was on ATI hardware....yes you can see all the rendering and screenshots isn't on par with Nvidia render as you can compare from several screen shot from my projects. ouch!
However I would thank to ATI today because the still making AGP slot support for older pc which is now i'm survive because of it. If i'm loaded with huge budget i'll get back to Nvidia

Friday, September 19, 2008

GPU R.I.P my friend.


Well looks like all my PC at home over worked especially the GPU cards.
-GEFORCE 7600 GS (overheated and died due extensive heavy poly rendering on development models)
-VANTA LT (one of the resistor burned out casing the AGP slots unable to control the current supply to GPU)
Both replace with this new AGP cards to revive old but worth working and investment.
-ATI X1550 PRO
-GEFORCE FX5500
yeah, yeah i know they both have cheap performance but as long it does the job they are worth running. Heck save money than buying new PC.
Btw the old GEFORCE 7600 GS worth the living before it died since it already worked lots of project and stuff interm of Return Of Investment (ROI).
Below are the page links show differences between and old gpu with replacement ones:
http://www.gpureview.com/show_cards.php?card1=434&card2=501
It looks like i loose a few millions of render performance by a seconds but heck its a value card nearest to 7600GS with same memory bandwith and advantage of +50Mhz extra core clock.
Well atleast i can run my PC and view stuff on internet via my monitor,

Friday, April 25, 2008

UV Mapping & texture templating


I've just done creating texture templates for wrapping the models meshes. Now comes to UV mapping process to map all unmapped 3d meshes. I used non-linear UV mapped which is most effective way to minimized the used of texture on the templates and increase the use of detailed texture per-pixel. Non-linear is an advantage but will be disadvantage for some game simulator or some game which enables linear mapping for custom ingame texture painting. As for me what the heck i just do what i'm capble of. Beside you can simply re-edit/repaint manually the texture either in TGA, DDS, TIF or any supported format for models under respective game port.

Tuesday, April 22, 2008

NVIDIA pumping raw power!! heavy rendering and texturing in progress.



Once again i need help from another additional monitor to handle "spanning rendering" which works as to handle left side horizontal body work for this car since the body is horizontally long required for high resolution texturing and detailing works on 3d modeler and photopaint. Right now you're looking on 3rd layer texturing where it comes out chrome effect, shiny and looks very silverish bling bling...which make my texture works easier to determine which surface contour need to be edit. At the same time i better watch out for any vertices/face brakage which spoils the surface smoothness. Basicly all my model creation will born with grey/silver color on its body which is easier for later texture editing and decaling works. Note that when reaching this part of the process i need to use extremely quality and high performance graphic cards to create quality and smooth models texture output. Also extensive use or RAM memory required to pump up and swap max multiple layer of 2048 x 2048 raw texture size. Thanks to NVIDIA, the job went smooth. I really missed those original graphic card given specially from NVIDIA HQ SANTA CLARA, was totaly toasted and manage to survive in the making of "NEMIXIS" models a year before.

Thursday, April 03, 2008

Texturing and UV mapping , the wheels finally looks alive!


Ahhh!! check this out. Its done! Fresh from the oven. The rendering, texturing and UV mapping process of texture have completed for the wheel itself. Didn't take that long. Corel and Z-modeler tools always the best choice. It looks awesome! As usual the wheels looks realistic as usual. Handy work hee hee.. Well i guess thats it for today. I'll continue with the body texturing and rendering tomorrow.

New FIREX DS8-XL wheel - phase 2 construct



Ok, its done, fresh mesh with new flange styling for my new concept muscle car wheels. First glance it looks pretty much retro in concept with thick tyres and robust pindle offset but thats how it should blend with the retro looks of the car. I've tried several wheels size, tyre profile size and variable center offset but i decided to choose this spec. This design give a special feeling to retro lover and viewer. It has this muscle thing, hot wheel taste, like looking at Diecast car or toys adored by big boys. Thick drag tyre means business and always a symbol of powerful acceleration and phat factor. It took me 5 hours and extensive brain power to get the wheel right and match the car looks. As planned this wheel model will be called as: "FIREX DS8-XL"
I think thats about it for 3d building task, yay! Finally i can go to next phase: Rendering and texturing. This is my favorite part where this car go *Bling!. But it takes top notch hardware to do that. Yes, its time to pump up the power of Nvidia graphic card. First will render the wheel texturing. Lets go!

Friday, February 08, 2008

Looking for high resolution monitor around the house

Before i proceed with the 3d & texture modelling task i decided to look around the house for spare monitor because I decided to work on 2048x2048 texture resolution for this new 3d models for UV and texturering work... and this current SAMSUNG monitor doesn't give enough screen desktop workspace size to work on it, ever since BENQ LCD blew up i've used various LCD and CRT monitor around the house. Well there are lots of choices of monitor around but everyone of them offer different feature which normal user or modeler took it lightly.For me CRT monitor always the best to work on high resolution texture and texture detailing works. However i can also use notebook but the problem is its on ATI graphics!..lame!...ATI gpu really bad at rendering, the colors are to much vibrant and unrealistic. I didn't say ATI was bad but its only suit for games graphics which more like something on Nintendo console or DS. Hey no argue, i trashed and toasted lots of cards and trust me this is an opnion from experienced user..me.