Hi, So I am making a management/builder sim that involves interior design, eg. many unique props, like The Sims series. One thing I am still not quite sure is how many polygon to spend on my unique props. I want to share my current line of thoughts: please let me know whether they make sense and whether I made any obvious…
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COMPANY AND THE PROJECT We are an indie game studio consisted of professional and friendly people. Additionally, we are a team of skilled artists and dedicated indie enthusiasts. Our current project is INT, developed on Unity Engine 5 for platforms Windows, Linux, and Mac. INT is a 3D Sci-fi RPG with a strong emphasis on…
I would maybe invest in a good CPU such as 4930k (or even 4960k if you have alot of dough). When it comes down to rendering and anything 3D in general the regular ones does not cut it. I would also get 32GB ram, i have 16 and on several occasions had to close down apps due to lack of ram. But as your budget is fairly low,…
Usually I'm in favor of a slight increase in poly count (maybe up to 10-15% for a prop more for architecture) if it can save me space, memory, and time in texturing. Even compressed, textures are nearly always more memory heavy than models. As an example, a model I made recently for work had about 20,000 tris and used a…
We did some calculations here and the input lag would be around 2 ms extra, not nearly as bad as people would think. The biggest hogger will be sound and video. It could work, but there are so many variables that need to be taken into account. I wonder how they will compress the content from server to client in order for…
I'm always amazed how some games are rated as better looking for simply having higher res/very sharp looking textures, even if the models and lighting are not much to write home about or the whole scene is looking very static and/or with jerky animation. Apparently as long as you can cut yourself on the individual pixels…
YAGER seeks the talents of a passionate Concept Artist
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