that very much depends on the platform, and engine. if youre going mobile, then you want to keep everything as low poly as possible. The last mobile game i worked on had a limit of 256 verts for props and 500 for characters. this was for ipad. current gen console and pc engines are less likely to take a performance hit…
The budget for a scene - well for PC of course almost no restrictions, but since all assets are made for console, the vertex count was around 4000 (max) per object. That is around 6000 polygons i think. But not every piece is maxed out. Texturesize is 2k for PC and 512 for Console. Over the time you get a feeling of what…
Typically, it will depend on what your engine uses. UE4 for instance, uses the metalness/roughness workflow. Recomended reading: http://www.marmoset.co/toolbag/learn/pbr-theory http://www.marmoset.co/toolbag/learn/pbr-practice http://www.marmoset.co/toolbag/learn/pbr-conversion The last one covers the differences between…
@kay-vonlanthen - PBR stands for Physically Based Rendering. Next gen game engines like Unreal Engine 4 use this kind of rendering system. Here is a good explanation of the idea. https://www.marmoset.co/toolbag/learn/pbr-theory @_Kratos_ - Glad you like it so far, more to come. :) @iangoold3d - Thanks man. Small Update :…
The problem with that is the three part wall are all feeding off a different tillable texture at the moment and I'm not able to "fast UV" them all in one map. The alpha still isn't reading well. I'm thinking there has got to be a better logical way to display a next gen graffiti image with all three maps diffuse, spec,…
Agreeing on what perna said, there are lots of tutorials about it out there. For example, on of the best if not the best free complete game art tutorial out there: http://cgi.tutsplus.com/tutorials/creating-a-next-gen-video-game-hot-rod-the-complete-workflow-part-1--cg-2103 All videos:…
Got some wireframes from the guy who wants me to create stuff like this for him.. No tricks.. just a ton of verts.. I don't understand how a game like SL runs if people are creating necklaces like this. This has to be in the 100-200k range, right? I think hero characters in next-gen games are going to be around 45-75k…
That video is actually a huge critic and a joke ^.^ I will not be hypocrite, I still don't understand what happened here. 10 years later, and this is the next gen Mass Effect?. How could they sell a game in this state? where did the good/senior artists go? It feels like Bioware trolled us hard. I've watched 2016 footage…
I use it as intended, to guess-timate art content quality and shader use for future prototypes. And to see how current gen systems choke, and where. Show where to make the engine scaleable etc. EQ2 is a good example. I've got a pretty beefy system, and still cant play at full detail.. The game has benefits for users in the…
thanks guys, looking into both of those options. I've been out of the loop for too long concerning system specs , i stopped paying attention around the emergence of Pentium d and radeon 9000 series cards, so what would be a good mid level system that isn't going to break the bank but will still allow all current gen…