It's impressive to see this kind of quality in a game. From first glance, it's hard to tell what was sacrificed in order to meet a poly/texture budget. Really cool!
All of these props are final in-game meshes rendered in Marmo 2. Depending on the prominence of the prop, I was allowed 1024 or 2048 textures. Tri counts vary, but obviously had to meet budget limitations for the Xbox One. Multiple Lods were created for each prop, and quality was taken into consideration considering the game had to be ported to the 360.
The plastic crates are using alpha planes for all the elliptical holes & the corrugated edges on the cardboard boxes are a tileable strip that I designated on my texture map to maximize its resolution.
My workflow consists of 3dsmax, Photoshop, and Zbrush for any needed organic sclupting.
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I'm sure they are ingame meshes... They look high it triangles?. That's the power of very good uv mapping and perfect normal maps.
It's impressive to see this kind of quality in a game. From first glance, it's hard to tell what was sacrificed in order to meet a poly/texture budget. Really cool!
substance designer?just photoshop?quixel?
All of these props are final in-game meshes rendered in Marmo 2. Depending on the prominence of the prop, I was allowed 1024 or 2048 textures. Tri counts vary, but obviously had to meet budget limitations for the Xbox One. Multiple Lods were created for each prop, and quality was taken into consideration considering the game had to be ported to the 360.
The plastic crates are using alpha planes for all the elliptical holes & the corrugated edges on the cardboard boxes are a tileable strip that I designated on my texture map to maximize its resolution.
My workflow consists of 3dsmax, Photoshop, and Zbrush for any needed organic sclupting.