We are proud to finally get to say this: Welcome to the Polycount Update! It's been a long time coming and its finally here. Click on through to find out more about the update! The two biggest questions you're likely asking yourself is 'Why did you update Polycount?' and 'Why did it take so long!?' Both are very good…
At Waveforce Studio, we are driven by a genuine passion for game art. Lead by Minh Pham - a 7year industry veteran alongside a core group of dedicated artists, we combine our love for aesthetics with strict technical standards. We are a lean studio delivering the perfect balance of high-end visuals and flawless…
For those interested I think this is the ranks with the number of posts required (confirmation required) 0 null 25 vertex 50 line 100 spline 250 triangle <------ RAPTORCWS has proved this wrong. Maybe 200? 500 polygon 750 polycounter 1300 dedicated polycounter 1900 card carrying polycounter 2500 veteran polycounter…
Shacknews took some time to spotlight Polycount and to chat with Adam "Polycount has been home to a large number of video game artists, both professional and amateur, since 1998. Like Shacknews, Polycount has deep roots in Quake. The site was once known as Q2PMP..." and more specifically Adam... "While his personal…
No, you are not dreaming this - we are teaming up with Valve yet again for another contest! Just like when we teamed up with Valve for the TF2 Polycount Pack, we're kicking off a brand new contest for Valve's Dota 2 where the winners will have their entries included in the Dota 2 store for a chance to earn some money from…
For the past two years we have released the popular 'Polycount Recap Collection'; a folder stuffed with every piece of art work featured in our Polycount Recaps over the course of a year. Well we're not ones to break tradition, so for the third year running the team is happy to release the Polycount Recap Collection 2014.…
I just released my first public Blender addon, to help 3D realtime artists to know more about scene polycount. Download available on Github, along with the documentation. (PS: nope, the name isn't relative to this forum =) )
If you’re new here, let me welcome you to Polycount! One of the best things about this forum is how you can use it as a work-in-progress record of your project, posting visual updates as you work, and getting feedback along the way. It’s a very powerful way to work. Make a new Topic, and post your initial plan, concept &…
It's hard to believe that it was already over five years ago that we started putting out our monthly, and sometimes weekly, collection of artwork known as the Polycount Recap. These compilations consist of just a fraction of the best game art and training our forums have to offer, making it easier to not miss anything in…
For the past three years the team behind the Greentooth has been collecting the best pieces of game art our forums have to offer and featuring them for all to see in our Polycount Recaps. While timing of recaps may vary there is one thing that remains consistent, the Polycount community creating outstanding artwork. And…