The End of Art: An Argument Against Image AIs https://www.youtube.com/watch?v=tjSxFAGP9Ss No amount of truth will seem to sway fans like Tiles, but the arguments and answers posted in this video were impressive to me.
by being able to model things, you'd already set yourself apart from the endless stream of artists running our of school each year. you wouldn't believe the amount of applications we reject, simply because people are too addicted to zbrush.
I don't know bro, but 3090 have a nice 24gb vram, for purely gaming purpose, the 4070 super should be considered, but for gamedev the extra amount of vram is always welcome.
The first thing I did was to plan my environment and create the blockout. As I am using nanites I am not so much worrying about polycount. Of course, there are no crazy amounts of tris, but for some parts like the Jesus statue I just decimated it from and created auto UVs and then created textures.
Also if you go to the generic browser in the editor you'll see a statistics tab. This will tell you the amount of polygons in an entire level (not the amount displayed). It also has other helpful info like the number of instances of certain assets or the amount of tris for individual assets.
@ unearthy i havent found what is it about, a sentence like make an environment of the "topic: [topic] with the poly and texture amount of [amount]"was some cool