I was looking for inspiration for a robot to model for my portfolio and came across Ben Mauro's concepts. I loved them, the big orange one especially, so I made a 3d model and got his permission to post on here for feedback. I'm hoping to get him to game resolution before GDC. Does anyone have any suggestions for polycount/ texture size? I'm not sure, I was thinking of 1024x1024 and just doing the polycount needed.
Ben Mauro's concept
High poly-
Replies
Seems like it might be a good idea to work in 2048 and then scale down. I hate scaling, but at least it isn't scaling down a 256 to a 128. Thanks Kincade and MasterFork
Cadyw- yeah, I'm pretty excited about the textures- gotta get a low poly down first though!
RoosterMAP- I'm trying not to go too crazy with the details here- hopefully you'll like the look better once it's got some textures
I'm not sure what purpose this guy serves, and yeah, the shovel feet have got to be awkward, but personally I like the concept so I'm rolling with it.
also, it looks awesome, dont lose the shovel feet,
There are some areas where I could cut down (the blue cylinders, maybe the "eyes", the butt part, I could probably remove a symmetry cut or two) but I wanted to get an opinion first. I made the low poly while making a test normal bake as well. What kind of polycount do you guys think an asset like this would be? Assuming it's not a main character, but still plays a major role.
While your adding you can also clean up the mesh of all its wasted polys. The butt and the eyes look like they could both use some cleaning.
I guess the real problem is I don't know what kind of polycount I should shoot for with an asset like this. I was thinking over 9k tris would probably be too high.
There's no tech issue with going well over 10k tris if its a major scene asset and you're going to be getting right up to it.
For general ref: Every character combination in UT3 has at least 8500 tris, with a high close to 18k for Reaper's part set.