3D FPS WEAPON "SA80 Assault Rifle" 25K Triangles [Diffuse, Normal Map and Spec @ 2048 x 2048] I made a game model of the British Army's SA80 assault rifle. Rendered in Marmoset unless otherwise stated. High Poly Model Wire Frames 3D Turntable rendered in Marmoset... https://www.youtube.com/watch?v=Pj6KTgYPw1k
Been while since I posted here :O Anyways recently had a chance to work on a cool freelance project, this is a knight I made for it. It functions as an armor set and can split into 6 different pieces. 25k Tris, presentation in Unreal Engine. There's more images and a few GIFs on my page if…
Day 157: So, instead of regaining sanity I have decided to go mental with rocks, and created whole set with different textures. All rocks are procedural with 5k triangles (could be less but for now it's ok). Note: Started organizing my assets. Next to do: Procedural Maltese house, and maybe one scene in Blender just for…
First guess is your shader is using 8-bit values for each vertex colour channel and then that 8-bit value is being used in the shader creating only 256 levels of height. If it's something like that, you would need to convert your 8-bit to 16-bit and do some kind of smoothing/lerp/whatever between values.
Indeed, that's right. In Spain we ask the same. Another option is to charge per day of work. 250 per day as freelancer is quite common here. We also have regional charts with prices for the different tasks in graphic design or 3D/CAD, and all of them varies. For projects paid for a price, don't forget to charge a 50%…
its up to you how you tackle this :) . I think between 15K and 25K is about right for lod0 of a vehicle of that size in an fps game like battlefront but thats just my estimation. You could still keep your bevels and chamfers and optimise all those extra loops out that dont contribute to the form once you are done.
and some wireframe and texture captures ... A few details on the specs of the character: -high poly ( zbrush ) was around 25-30 mil polygons -low poly around 25k tris -textures 2048 head and 4096 body .. diffuse/ normal/displacement(height)/specular and transmission for head That should be all for now ... i hope you'll…
I have a Geforce GTX 275 which has 896MB of memory according to here, so I should have that much. It also says it has 240 CUDA cores so it definitely has them. Googling around online some people mentioned CUDA drivers, do I need something special like that to make this work?
I noticed that your lightmap resolution for the "block in" meshes is 256. Isnt that a little high, especially for something thats usually hidden by a ton of other meshes? I understand that its a pretty complex mesh but that seems a bit extreme. But then again, i dont have too much experience with UDK so I may be way off…
I had goofed around with this before. I don't recall if this is the site I used, but it's the same effect. You just paint or render a depth map and the tool does the rest. I found this while trying to remember the name, it covers some other techniques for doing it by hand.…