well maybe not Maya as an example... unless u know something interesting about how aggressively they are going to continue to fold mudbox and sculpting performance in future versions of Maya or MayaLT?
Thanks for the informative example this will help a lot . I will investigate how I can implement this in UE4 after I have finished blocking out the various stores and placements in the scene.
sorry me, I mean that if for example there are 10 objects with 100 polygons each and 1 object with 2000 polygons, what will affect mostly on frame rate ? @[HP] - thanks for reply
Thanks Zac, that's a good example of something I had no idea about. What do you think of the videocard? Apparently it's good for gaming; think it will be good for Maya/ game engines?
i know its possible cause ive seen it, this is another example: it says its done on marmoset, but i dont know if thats a preview inside the software or the exported texture.
i finally managed to make the step to udk and to import most of my stuff :) there are also some udk props (foliage for example) as placeholder to get a feeling for the mood. cc in ps.
It's nice to see how the competition changes every year based on what's popular that year. It's interesting to see that none of the teams for the past few years have bothered with the Wii for example.
Computron: that is basically what I have done in many places :] Added some random stuff, filling out the space. For example.. the new ipad 18! ahwell. slooow progresss...
Hey, it doesn't have to be mudbox ;) I believe zBrush offers the more powerful polypainting tools, I was just using that as an example. Keep it up, this'll turn out great!!!