Fingus: did what you said. And Mudbox came up to 50 million polys without any problem! hmmf.. Maya is where it is pissing me off. Cant even handle 50 000 polys :(
First thing to consider : what is the material? The traffic cone is made with plastic, so logically, there shouldn't have rust on it : metal has rust with age, but not plastic. http://www.mcawilliams.com/wordpress/wp-content/uploads/2007/11/fallen-traffic-cone.jpg Don't put rust everywhere, it should have a kind of "story"…
It's a futuristic japonese tower. A modular kit. The modular kit is not done. The windows is a little weird. I wonder if this model is correct for the new gen modeling standard. 10 000 poly the entire tower.
Hi all. Please look my work from postapocalypse project: The skies http://skiesmmorpg.com PBR workflow , Unity 5 (metal\smoothness) Polycount all model - 15 000 tris Texture 4k Soft - 3ds max, mudbox, Zbruush, photoshop
After the precious advice from Tor Frick the columns is from now made of 9818 triangles (instead of 50 000 about ^^,) and its shape is not that much changed :D Whatch it in 3D with Verold:: http://goo.gl/aT3EOB
enemies that take 10 000 rounds to finish off. thank you COD4 for killing this. skyscraper sized monsters that wait patiently for you to shoot them at their weakspots.
Just for the case, that anybody cares: Here are the final results after texturing in Substance Painter. Rendered in Marmoset Toolbag2 He got 15 000 Quads. It took me about 3 I still hope for some feedback.
Is is just me or this looks way overpaid? I mean it is great for us but even the average 50 000$ sounds like a ton of money... Or maybe I got exploited.
They Actually said in the video that Lighting model is 30 000 polys. I would've expected twice as less. But it seems like they've got a tonn of looping for facial animation.