well, tons of the fifa, nba & co assets are already made there. made in USA with parts made in China ;) already happening. Outsourcing game design - already happening aswell. We do it for AAA titles and our US/Canadian clients are happy. The players were too with the last title where we designed levels. There was even a…
Nice work man. I think your stuff suffers from the same flaws as a lot of my stuff. While the sculpting and texturing look really good, the materials don't feel quite real. I think some of that is maybe hand painted texturing and some of it is shaderwork. Your sculpting looks really good to me so that is not an issue IMO.…
@ Computron - Thanks for the love bro! Yeah I've been working on Syphon since Syphon 3....love that series. I used to be a level/terrain guy until this project. Our studio was in need of someone who could create the more complex pieces that would be used in our worlds. We had a character guy who knew Zbrush really well,…
Thanks a lot guys, I'm newer to polycount as well so that helps! As for the characters they will all be featured in cutscenes and closeups even though the gameplay is topdown. This being said the detail doesn't need to be First person like but we are looking for quality because you are able to zoom in close to a 3rd person…
I agree 20k is a reasonable polycount these days, most next gen real time renderers can handle alot of polygons (possibly more then you would need:P) its the texture size and advanced material/lighting effects that really cause the significant slowdowns. That said I think its optimised pretty much as good as it could be…
Update, from www.rsart.co.uk I use Zbrush at work, and have done for about a year. It gets me results, but Ive never really gotten into it - it seems to me personally that it was the only package out there that provide the displacement painting functionality that was required for next-gen game art. Along comes Mudbox and…
Thanks again for all the good words. Irritant, hehehehe. Actually I think depending on the type of a game, 5000 polys to be constantly in a first person view, is a good investment in my opinion. Especially if you are not using normal maps. In all of my weapons, I just use a good ammount of polys where needed the most, and…
i agree and disagree on this, ever heard: "no thats not what i thought about" ? well thank you why didn't you just communicate it (the artdirector) or draw it (the concept artist) before it's done? There is nothing i hate more then having a day of work for a "next/current gen" Asset, bad planning/communication/concept and…
http://www.beyond3d.com/private/staff/rys/beyond_programmable_shading_siggraph08.tar.bz2 http://s08.idav.ucdavis.edu/ (individual slides) this contains many "next-gen" technical infos, among which is also slides by Jon Olick (id software) with details on a possible megageometry architecture for new hardware generation.…