I haven't done a ton of offline high-detail work. You should study how they do it for movies. For a game version of the same idea, I would approach it like 343 Industries did it for Halo 4. Sculpt the macro forms of the assets, to bake large-detail unique normal maps. Then create a low poly at a scale of maybe a quad every…
http://www.polycount.com/forum/showthread.php?t=34320 http://wiki.polycount.com/CategoryReference Also, there's a cool tech/military style angled lift towards the end of Rage. Might provide some ideas. Edit... here http://www.youtube.com/watch?&v=AGP8-Jal2BM#t=373s
@Selaznog - The room in Complex was the first thing I did when I started at 343. Production took a little over a month, mostly due to learning the new tools and getting everything working. @threesidedpolygon - Awesome. I've been trying to get that moment vid capped so I can show the transformations. Anytime I see someone…
Hey so just to jump in. :) Yes, we're thrilled about the ILM Art Department Challenge. Many people are signing up for it. I did want to respond to your comment though about the "real prizes". :) We had very good reasons for not putting up hardware or software prizes for The Journey challenge. We specifically decided not to…
What rig are you using? CAT has a "rescale" rig feature which is great and you can do pretty much the same thing for Biped but its a bit more manual. Note this is really helpful if the pivot points for all of your mesh objects and the rig are set to the world 0 0 0 point so they all scale from the same spot, preferably the…
A quick concept made during lunch break: The thing in the middle is supposed to be an animal skull. I'm already at 348 polys, so I'll have rely heavily on normal maps!