Yea I know I went overboard with the counts but to my defence it`s somewhat justified.
One of the reasons are the legs which are duped 8 times and secondly the assets, all clothing, belts, armours, are individually sculpted/baked and are independent of the character. I wanted to do various tests on baking her and her hard surface assets etc, so I kept everything separate. That raised the poly-count considerably.
Finally I was sceptic regarding tesselation, so as a backup plan I pushed the silhouette with geometry as well, in the case that tesselation would be less efficient.
Rest assured I've learned my lesson, and from now on I will focus more on frame-rate friendly work But thank you so so much for all the feedback and crits you guys gave me, positive or negative, as it all goes into making me a better artist at the end, so thank you lots !
Some more general renders.
And the maps here, first three are 2k the the last 2 (weapon and metal bits) just 1k when applied to model, in the map previews underneath all maps are 2k for showcase purposes
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One of the reasons are the legs which are duped 8 times and secondly the assets, all clothing, belts, armours, are individually sculpted/baked and are independent of the character. I wanted to do various tests on baking her and her hard surface assets etc, so I kept everything separate. That raised the poly-count considerably.
Finally I was sceptic regarding tesselation, so as a backup plan I pushed the silhouette with geometry as well, in the case that tesselation would be less efficient.
Rest assured I've learned my lesson, and from now on I will focus more on frame-rate friendly work But thank you so so much for all the feedback and crits you guys gave me, positive or negative, as it all goes into making me a better artist at the end, so thank you lots !
Some more general renders.
And the maps here, first three are 2k the the last 2 (weapon and metal bits) just 1k when applied to model, in the map previews underneath all maps are 2k for showcase purposes
2k maps
1k maps