That was amazing. Unlimited detail finally happened. That said, games with needlessly high poly models are going to need equally insane amounts of storage. Console SSDs will only be so large, and many people will be downloading these games instead of buying them on disc (not too keen on downloading 500+ GB's of data for a…
I did do some additional touching up on the model. Trying to translate the drawing directly into 3D didn't yield the results I wanted so I squashed and skewed some things to help things fall into place better. It goes back to what I was saying on page 1 on why I'm being cautious about using 3D models, because it takes a…
I agree with this. I never saw automation as the end all to everything. Instead, automation means services are being traded in favor of productivity and efficiency. It's like traditional animation. 3D animation mostly took away all its revenue, but the talent still finds life in TV shows, anime, and Indie video games.…
Running out of hotkeys? Get a logitech g510( http://www.gamingnexus.com/Images/Article/dezngf2743/2.jpg ), that's 18 bonus keys and you can switch between 3 sets of macros for them! There's also seperated additional keypads with macro-able keys, or the Razer Naga mouse with 12 side buttons if you prefer that. There's no…
Blender booleans also don't automatically quadify some of the resulting faces so after a few steps of booleans you'll get drastically higher vertex counts than you would in Max with PB. It's still a really good way to get a highpoly in Blender but you'll be stuck doing retopology or a lot of cleanup afterwards. If you need…
yeah you're right. There's a lot of stuff that could be improved with more hours of work, but I'm not going to do it. No, I'm not lazy hahaha. The purpose of this project was to learn the base of UDK and not to achieve something visually perfect. The road texture, the shapes and colors of the mountains (not enought sharp),…
In the past week since I first posted on the forums, our group has made huge progress towards Runeblade. Huge thanks to Romain Durand (https://polycount.com/profile/discussions/RDurand) for helping us overhaul our lighting system entirely. We've also finished up 99% of the props and item models and textures now. Procedural…
I'm not an animator so don't take what I say about it too seriously (make sure to do your own research) but from what I understand the animation tools are not up to par with Maya/Max/Blender. Plus, when you get into a studio environment you're most likely going to be required to rig/animate in Maya or Max, like a 99%…
looks cool, but having everythign be uniquely unwrapped like the way it is now, isnt really how AAA games handle most of their environment work. 99% of this could be done with tiling textures and trim sheets. you would get more detail and better texture resolution and you would be able to re-use a them a bunch of times,…
Plus, let's imagine your imaginary "well designed and fun game with ugly female character". Demo is made, now we are shopping for a publisher. Do you honestly think that any of them would provide funding without asking she be hotted up? Or funded at all? Point taken, but it gets incredibly frustrating when you try to make…