I agree. Some things are hard. For example, how do you even go about designing and modelling a space ship without looking at reference to the Nostromo from Alien and other work. :\
Hello Green_Cheek_Conure, I don't know the aproach everyone is doing but a lot of people use the after effects packs from different guys , here is an example https://www.youtube.com/watch?v=vReWGLc_g50
I know in some games, limiting the frame rate to 60 fps for example, can cause it to dip below 60 fps more often than it would if it was uncapped, or capped at a higher number.
Probably this page from Polycount Wiki can give you some idea. It has some example from your favorite game also, like Final Fantasy or Gears Of War.. _Revel
interesting point but I think that's how spectre is anyways. for example the very right weapon which is the default one, works the same way imo, but doesn't stand out as much as mine do. :)
I think such a tri count would be just fine (if not a little low) depending on the scale relative to a player model (assuming this is not the main character model), for example If this was the size of a colossi from Shadow of the Colossus.
also, think about adding some additional geometry to some of these, after you layout the texture. example, the side rocks of the pathway, adding some edges and popping them up will enhance the silhouette.
Quick question, (directed to those who have made pistols) do you normally model the inside parts (for example, when you pull the slide back and you see inside the gun)??
Maybe some angles form expected Player POVs? Walkways or doorways in the waterfront scene for example. Give employers a first- or third-person view of what kind of experiences you create for players.
yea i understand. i guess i'll take a look at nDo. how exactly does it work? is it basically like substance? how can you for example add details and stamps in nDo?