- Are these guys basically using mid-res meshes for everything, instead of true low poly meshes?
- Are they still baking from/to a high poly..?
- Typical polycounts for common objects?
- Is there a special editor/workshop to download on Steam to create assets with?
- Is Substance/Quixel pretty much standard now/used for everything?
Replies
http://polycount.com/discussion/63361/information-about-polycount-new-member-introductions/p1#asking
Also, really annoying thread title. Caps, colons. Wtf man, just stop.
</rant>
http://store.steampowered.com/app/578080/PLAYERUNKNOWNS_BATTLEGROUNDS/
(still annoying)
anyway...
Judging by what I've seen. They are using standard LOD techniques.
Somethings look baked but then some meshes obviously use tiling textures. I don't see anything too out of the ordinary, I don't think they are doing anything ground breaking or out of the norm.
That's hard to nail down without pulling those objects out of the game. They seem in the normal range when looking at wireframe views. Nothing jumps out as having excessive levels of geometry. What needs detail mostly has it. I think they could be a little more aggressive with their LOD's and get some better performance but really, it looks par for the course.
Their tools are really powerful, they do a lot and a mother f-ton of artists at a lot of studios big and small have been using them, but they aren't a magic bullet. Get to know the tools and how they work. So you can apply them liberally to affected areas for great results. Once you know the tools you'll know what they can be used on. 9 out of 10 experts agree, you can use it on just about everything.
That last guy is a old man crackpot that still uses MSPaint to texture everything =P
The set up time (and bugs) can really put a crimp in your pipeline but it can also speed it up and make it amazing. Again, if you know the tools you'll know what makes sense to invest that time. Just because it can texture everything, it doesn't mean it has to.
Thanks! :]