I can't go into too much detail on our process and things like that. But, generally all non hero characters weighed in around 8000 tris, with more important characters being around 20k. How we were able to make so many characters with so little was basically using standardized elements (like heads) and growing a library of pieces (shared shoes, pants, shirts, etc.) A lot of the process was inspired by a talk, a few years ago now, by Spacemonkey and MoP at GDC on their Brink workflow - which can be seen on the SplashDamage website. Generally, nothing earth shattering technically - just working smart
awesome character work man.. love the clay renders.. didn't see if it was asked about already, but wanted to ask about your render set up and process.. really consistent across the board
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Fantastic job all around.
*skyhooks out of thread*
incredible work
Started playing the game yesterday so I'm more excited now after having seen the characters already
I can't go into too much detail on our process and things like that. But, generally all non hero characters weighed in around 8000 tris, with more important characters being around 20k. How we were able to make so many characters with so little was basically using standardized elements (like heads) and growing a library of pieces (shared shoes, pants, shirts, etc.) A lot of the process was inspired by a talk, a few years ago now, by Spacemonkey and MoP at GDC on their Brink workflow - which can be seen on the SplashDamage website. Generally, nothing earth shattering technically - just working smart
Thanks again!
Gav
(Speechless)