Looks like spec and normal maps to me, or they're really taking their chances painting highlights, which wouldn't surprise me. As for poly count, that's really hard to say (games count tris not polys, polys can be any number of tris), but if I had to guess how many jelly beans in the jar, I'd say 1500-2000.
ooh interesting. To me that is a surprisingly hi amount of tris for an RTS unit. or maybe im just behind the times!
o_O we had bigger polycounts on paraworld almost 2 years ago, it's all a matter of the lod system i guess, reducing the verts and the skinned verts by distance brings a lot of performance, it's the smallest unit tho, so i guess it will be heavily lodded
I ll take a guess and say its about 1000-1300 triangles with a 256 diffuse and a 512 normal map. This unit is reusing alot of the same crack patterns for the skin so it could be also be a 256 normal map if the engine support multi UV channels, but then again 256x256 is very, very small.
my guess is everything stacked with 1024 production and final res 512, also, around 1200-1600 tris. I´m sure he didnt use mudbox or zbrush for this one, maybe he got a low and made some adjustments at the the corners to make nmap better. Maps ofcourse handpainted and used crazybump or nvidia filter later. also, there is spec map too
I ll take a guess and say its about 1000-1300 triangles with a 256 diffuse and a 512 normal map. This unit is reusing alot of the same crack patterns for the skin so it could be also be a 256 normal map if the engine support multi UV channels, but then again 256x256 is very, very small.
prox: normal, spec and diffuse, yes. Or maybe not even a spec-map, given how shiny everything is. The recessed bits (cracks etc..) are just as shiny as everything else, by the looks of it, so if it does have a specmap, it's not doing a lot. And who knows, that might actually look quite alright from up high, so it could be fine for an rts
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o_O we had bigger polycounts on paraworld almost 2 years ago, it's all a matter of the lod system i guess, reducing the verts and the skinned verts by distance brings a lot of performance, it's the smallest unit tho, so i guess it will be heavily lodded
I ll take a guess and say its about 1000-1300 triangles with a 256 diffuse and a 512 normal map. This unit is reusing alot of the same crack patterns for the skin so it could be also be a 256 normal map if the engine support multi UV channels, but then again 256x256 is very, very small.
what he said
So this guy has normal, diffuse, bump, and spec huh?