You mean Vitaly Bulgarov? http://www.thegnomonworkshop.com/store/product/544/Character-Design-and-Modeling-for-Next-Gen-Games http://www.thegnomonworkshop.com/store/product/949/3D-Design-for-Production
Modern SSD's can last years and years with super aggressive read/write now. It was only the first gen or two that were really plagued by problems. SSD's are as reliable as HDD's these days.
polygons cost very little compared to shaders on current gen hardware. for mobile devices this isn't necessarily the case but it depends greatly on the engine you're working with as to what you need to do.
Dedicated Server They've switched over to a new system for hosting dedicated servers. I haven't messed with it much yet, but it seems to be a welcome improvement over previous gen source games.
Thanks. Yeah. The polycount is almost double than what a current gen mediocre character have nowadays. Let's say that this kind of characters will be in games after the release of PS5....till then it will be a sort of realtime :)
Yes next year like you guessed above all will come into place. Ready for the challanges of next gen consoles and GPU rendering. Lines between rendering and realtime will become blurry.
Hey thank you! They Polycount of the tree is 4.8k tris. the leafes take 2.6k tris. Do you think thats low enough for next gen trees to use in cryengine or udk?
Looks great! Personally I wouldn't be afraid to add more polys around the curved areas, with next gen around the corner and all. Also that fabric is practically begging for a displacement map!
Jeez leave him alone. The faces look so much better a bit higher res. I just hope the lighting is a bit easy to read in the final character gen screen!