Your critics have been very helpful for my last project, so this time I start this WIP thread from the beginning to improve as mush as possible this one
So.. again some lowpoly handpainted stuff, more or less following the Blizzard style that I love so much. I will try to take care about the tricount and textures sizes more than in my previous project because it's really not my cup of tea and I really would like to know more about technical constrains in video games (especially blizzard's ones :poly136:) and how pros optimize scenes.
This little scene is supposed to technically fit to any RPG action game (like diablo 3
The "background" is more or less the same than Diablo 3 too : Abandoned and destroyed stuff because of evil creatures living on earth ^^
I don't want something too bright, something closer to dark fantasy would be cool. For example I really like the feeling of this environment
Anyway, I'm currently at the modeling process. I'm in lack of ideas to fill the scene, so ideas would be greatly appreciated :poly142:
Objects tricount (everything except ground and stones) : ~ 4800
Stones (bottom faces that are underneath ground are not yet deleted but I'm wondering if the tricount is enough important nowadays to spend time to manually delete faces that will not be seen in game...:poly141:) : ~ 7000
About the stones : it's 8 different models that I duplicated around the scene, so the idea was to make 1 single texture (or even a little tillable tex) for the whole set of stones but then if I do that I can't work with AO and baked lights anymore for these stones, and that really bother me :poly122:
Personally I prefer to have larger textures with uniques UVs so I can work with AO but if I make one unique UV for each stones I think it will end to a pretty big texture.. :poly118: Any ideas ?
Hope you like it so far
Critics & ideas more than welcome !