We don't have a ground to start looking from, so we don't know what's right or wrong! What style were you targeting for? There has to be some kind of inspiration too!
Right, make sure you have some new and improved work to show them, or spend two weeks working on a really killer portfolio piece targeted specifically to the style of games they create.
1) Depends on your art direction. What is your art direction/render target? 2) Not necessarily detail. There's ways for flat skin to read as skin with shader elements like Subsurface Scattering.
Hi. Very old topic, but I had the same problem. In my case adding target light, solved the problem. Before, I had only skylight and normal maps didn't work.
I'm not working on the project anymore actually so less nerve racking than it might have been. But its cool to see that its doing fairly well. Certainly hope they hit their target!
Mostly they were not concerned much with modularity, and they had very high res texture targets and polycount goals. Much higher than I was used to. Also, here's a very high res screenie.
Titanfall. A moment to escape by shooting targets while moving fluidly in an environment is a decent moment. I feel guilty playing it though, since I keep thinking I'm wasting time with that game.
Whether or not the triangle count is too high depends on what type of game your developing it for and what system you're developing for or range of PC users you're targeting. Also what's with the giant ball.
now the question is, why do you need it to look good in max? what do you do with the lowpoly, past baking, in max that you can not do directly in your target engine?
It's entirely dependent on the use of the model within the project. Knowing that the target platform is PC/console only answers one of many questions you'll need to determine how much geo should be used.