I think you'll have to be a bit more specific. What is an example of something you think would work with a regular monitor but not with a VR display? I can't really think of anything personally.
I see that a lot. Especially weapons modelers, thinking that just because they have a fairly high poly cap they can afford to always use 20 sided objects. Nice example, anyway.
By the way I'd worry about the character model before doing all that animation stuff, for example his head is completely misshaped. Should be round, is pretty cubic. The eyes look just weird.
Metroid Prime 3 did a great job of proving that the wiimote is the superior controller for a fps, it's only too bad it's a lonely example (although I hear good things about call of duty).
There are certain actions which require a Ctrl+s passport before I even think about letting them run - booleans for example, or anything to do with auto-reducing polies or baking textures.
for example, skip the characters for now, find a simple object, try to recreate it as a game-art prop, meaning, lowpoly and textured as a game asset, take it in regular steps, show progress here on polycount.
Oh, sorry. I thought it was to distinguish game assets using only lighting based on geometry from the ones using also maps (for example normal maps). I removed it from the title.
cool it works :) hm...that means i wwould have to create 2 scenes for a walk cycle for example: 1st scene contains the walk loop 2nd scene contains the path the charakter walks?
gw man, this is a good example of why i love polycount so much. There's tonnes of feedback and also the fact that you took it all on board, it made for a really solid folio piece for ya
Thanks PixelMagus DnS: Thanks for the example...I'll give everything a run through. Krypeia: I haven't been doing that no. I've just sorta kept jpegs between 300-400KB mostly...