Hello there
I got a few questions that i'd like to ask you guys to help me with
Im starting on a Hoth Snowspeeder model as seen in Star Wars: The Empire strikes back. I would like to model and texture a model that would have around the same standard as a modern triple A game such as the new Star Wars Battlefront game. I will be using 3ds Max for the modeling, and hopefully i'll put it in Unreal 4 to play
For this im wondering what kind of polycount i should go for? Is it even important? Still a rough estimate would be nice
Im also wondering if i should model the interior of the Snowspeeder? What kind of quality interior if at all, do you think a modern AAA game like Battlefront would have? How much time and quality should i put in compared to the main model?
Also, i'v had some problem using Symmetry when it comes to texturing and normal maps. Should i unwrap it while it's split, and layer them on top of eachother. Or should i unwrap the entire model for normal mapping?
Hopefully my questions make sence to you all
I appreciate any help i can get, or if you need any more info or pics from my work.
Thanks.
Replies
Polycount info
http://wiki.polycount.com/wiki/Polygon_Count#Typical_Triangle_Counts
Symmetry, etc.
http://wiki.polycount.com/wiki/Normal_Map_Modeling
Interior details... just go for it. For a portfolio piece, quality is the most important issue. Being smart about game-ready modeling/texturing is great to see, but not nearly as important as overall art quality. If you fail at that, no amount of game tricks will keep the employer eyeballs.
Thanks alot, will look into this! And write again if i stumble upon any problems along the way.
And yes this is a portfolio pice, thats why i want it to look as good as possible. With the proper methods, although i do plan on putting in into Unreal in the end and have it fly
Good point, thanks