Recently I have gotten back into doing some art work, but eventually ran into the issue that I was making my low poly meshes that were too low compared to what is now an industry standard. So my question to you guys and gals, are there any write ups out there that can get me back up to speed on what is standard in the Industry? Also any tips on how to get my self up to speed again will be appreciated.
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I think big things right now are:
Most games are moving into Physically Based Rendering techniques for the graphics rendering.
Feel free to push higher the ceiling for polycounts.
Substance Designer and Painter are becoming more and more industry standard for game asset texturing.
Extra polygons are cheaper than dramatically increased texture memory usage. If you use 4k textures for everything in a game, it ain't gonna load into memory, unless it's a game w/small numbers of assets.
Thanks