Hey again.
I have a question regarding topology for different platforms.
Are there any strict guidelines for creating content for Xbox 360 and PS3
compared to PC platform?
Like if you have a complete ingame character mesh ready for PC is it then necessary
to make drastic changes in the mesh at key points like joints etc. when preparing
it for Xbox 360 or PS3?
Thanks for your time.
Replies
But ultimately, I think Anime Angel's answer is most accurate. The engine will likely have far more influence over this than the specific architectue. Even if one platform has an advantage in a certain type of technical computation, that advantage is pointless if the engine being used doesn't take advantage of it. And most cross-platform engines are less likely to fully utilize the hardare than platform-specific engines. So more likely than not, you won't have to worry about changing up your models rigging or mesh for cross-platform development.
It was very helpful
And btw about topology - is the future ingame models heading towards subdivision
techniques? Like, you build one unique mesh (somewhat like the current highpoly base mesh
I guess) which is then subdivided up and down depending on the distance ingame? No lowpoly and LOD mesh...
That will be interesting
What you really export is all triangulated anyway and has not much to do anymore with subdevision since often things get backed and or projected through the textures.