Ok, rather than starting a new thread, here's my plan so far. Anyone see any holes or issues? (other than the Graphics card that I'm going to keep from my old system. 8600 GTS is decent enough for now) Mobo: ASUS P6X58D CPU: I7-920 Bloomfield Memory: Corsair XMS3 (3x2GB) HD: WD Caviar Black SATA 6.0 gb/s DVD: Sony 24x SATA…
I think the thread you're referring to got deleted or lost during the last board migration, but there's this: https://polycount.com/discussion/64576/anubis-and-magicians-w-i-p/p1
Hi I would like to share about a hero asset I have created for my Uni's game project. Im responsible for making a Hand Held Lantern that is in a horror game and here is my showcase These are my reference and direction of the lantern i wanna create Here is the Lantern I made https://www.artstation.com/artwork/nJnkY9 Here is…
Diablo 3 is a bad example. Diablo 3 had HUGE PENT UP DEMAND, basically a starving audience of diablo 1 + 2 fans had accumulated over many years. Diablo 3 even if it was absolute garbage would still have sold a lot on name recognition alone. I compared a toony style first person shooter (borderlands) to another first person…
Here's an example from my own work. This is the exact same game level, just tweaking the camera angle and materials and color grading to get different "looks". It's actually a ton of fun doing this, because all the content is made already. It's just putting a fun spin on it all to come up with something nice to look at.…
8gb of Ram is the minimum requirement, which is just your normal Ram that you'll probably be putting in 2x 8gb or 2x 16gb or something along those lines. The graphics cards specifically have video memory which is in addition to this and separate from those min reqs. More video ram can help with rendering times but not a…
You can still do it via the texture route. Make a displacement texture and convert the displacement to geometry. This way you still gain the flexibility texturing offers, and the final output can be the same. If you want to see a visual example look up clothing tutorials in zbrush. Many times people will do a quick unwrap…
You can get bake errors in most bakers if you have stacked UVs , as @musashidan says, at the time the Baker is working out what to project onto what Z fighting can occur and bad shit happens . You get the same sor of issues with overlapped lightmap uvs. A little known feature in max is that you can offset UVs in W which…
You have to ask the client themselves on what the polycount and what type of maps can be used since it depends on their engine and the scale of the game will be. Don't be afraid to ask questions such as these to them. Its pretty vague if they just say "for tablets". But just in case, 3000-3500 tri is a good number for a…