I think it's both. :poly104: There's an editorial in this month's Game Developer about this issue, Brandon Sheffield relates developer tech publication to the aims of Gamasutra and GDMag themselves. He mentioned Insomniac Games' Nocturnal Initiative. It's all code-related (no pretty pics) but it's a great example of…
Whoops, that last example on DA from the first game, not the second. Here is a correct example of the kind of thing I'm looking for https://www.deviantart.com/tselman61/art/Middle-earth-Shadow-of-War-Eltariel-763446399 2K textures with good detailing (you can clearly see facial pores etc) and a total poly count of about…
Unfortunately though, the skeleton itself needs to change. The rigging/skeleton for the fingers will be deleted, leaving only the upper and forearm bones, which will be elongated for the wings. That is what the example model shows. I suppose I COULD leave all the rigging for the fingers in and the wings would just have…
For lighting, you should look into the techniques they use for foliage. http://wiki.polycount.com/wiki/Foliage As far as the example from Sunset Overdrive goes, it looks to be the same technique as the first example you posted. If you look carefully, you can see some flat planes which are given away by the angle of the…
Cool insight perna. I'm confused a bit with your example. I thought metals were so dense that they can't absorb light. Which iterates the point they are black without reflection/IBL as your first example and technically would make that "physically correct" right? In what circumstance would you not have metals not lit with…
Hello, Nice autumnal mood. I like the trees and leaves. The architecture looks good. I just think that the facade should have more depth to it. For example, the windows should be pushed inside a bit more. And beware of some hard edges you have almost everywhere, although it's most visible where there is high contrast…
Thanks! But nope I already have that bookmarked. That is a excellent site though. This site i'm talking about a site that really explains color moods and color theory for environments in detail. EDIT: I remember one environment example that explained color theory. The example was a shipwreck in the middle of a dark jungle…
Here's a quick example of an armor set: Honestly, this should have been optimized quite a bit more on the low poly mesh. It's not the best example, but I hope it gives you an idea. It's kind of funny looking back on how we built stuff on GW2 and comparing it to how I build stuff on Rift now. It will be fun to make a Rift…
The example scripts are mostly undocumented and all are unsupported, because they're not finished tools for end users... if you're a scripter they're meant to be helpful as starting points. The MAXScript help file says as much IIRC. The Scenes folder mostly has example files that were used to make the illustrations that…
Let's make a Fairy tale scene. (for example the wizard from the country OZ, for example in style of Tim Burton) Let's distribute to everyone on the character and we shall look that will leave from this. In the end we shall place all models in one scene and we shall make a friendly photo. "hello from polycount!" P.S: sorry…