After days spent on the UVs and trying to bake the normal map and AO I think my only solution is giving this a Madworld looking vibe to make the normals look decent. These caps are the lp (30k polys) with normals and AO exagerated: I'm probably gonna add some details in Painter.
I've wanted to try 3 sizes of an MMO monster. Same type, but different levels and details. Large (2x player size) 1200 tris- 512 tex Mid (player size) 600 tris - 256 tex Small (1/2 player size) 300 tris - 128 tex
haha! no way awesome!! 300 copies and rising. to be honest, i've got this really really nagging fear that sales are going to just STOP and the forum is going to explode with people yelling "THIS SUCKS ASS" ... i mean.. i think it's pretty good, actually, but.. meh. I've got launch anxiety!
Ironically this is also how I started out up in the northwest...moved from Oregon to goto school with nothing more than $300 bux and a small uhaul of my stuffs and 1 friend living up here to show me the ropes. It'll get better soon, just be patient
Why do people get hung up on the car? It's not like it's the first time we see 300+ year old vehicles in Star Trek. Lots of characters in this franchise have a fascination with the past (like Tom Paris in Voyager with his big hobby being just that, 20th century cars).
We still don't know enough of the use of the gun. For example, Unreal does not have this 300 Poly limit afaik. But for me the single bullets looks like part of the magazine. And the magazine part of the gun. So the whole asset can pretty much simply be one mesh, part of the rig. One draw call. Dynamic or not.
Man, 300 tris isn't enough for the extruded metal plates. Oh well, flatness with shaders doesn't look too flat from far away luckily. LOD 0 is done and still refining the textures a bit, I want to add some sort of decal on the rocket but have no clue what to paint on... Suggestions?
of course what exactly intense lag and 'little bits of details' mean are open for interpretation but you can do 3D alright with something like an intel HD3/4000 (laptop iGPU's from 2011/12) which reach between 300-ish and 451 in that benchmark. not suitable for complex scenes but certainly not annoying to work with.
As far as the bug issue is concerned. The game is highly playable. And 95% production ready in terms of the levels that we created. The last two weeks there were over 300 bugs that were solved. Alex, the Level Designer, and I were at the booth a good 85% of the time and only noticed 2 major bugs related to gameplay. :)
More than just props. Massive chunks of the most recent Halo and Forza games were made by outsource houses. Turn10 doesn't try to hide it, although 343 attempted to and gave up. Every car in a Forza game is made on the west side of the Pacific Rim, and only a few of the tracks were made in-house.