Here's a useful breakdown of current-gen lighting methods. These are all in addition to or in place of dynamic lighting. (ie; pure dynamic lighting isn't taken into account on this chart). I've researched this topic a lot so if you want to talk more about it you should stop and chat with me sometime dude, ;)
Thanks for explaning.I think ptex is going to be refined for use in games in the nearest future. I can understand why some will still use uvs but with the capabilities of next gen game engines and opensubdivs(don't know if this works with games yet),its only a matter of time before ptex replaces uvs.
Wires! I think current gen wise it would be a pretty standard amount, looking at it, I could have probably pulled a few tris out in some areas, but I don't think pulling 5/10k tris out would be possible without messing up the quality quite a bit.
Don't forget that important characters often have much higher counts than minor ones because they're usually closer to the camera and the viewer spends more time looking at them. Averaging the poly counts of a main and minor character should give you a good middle ground for current gen.
Yeah this is something that I slowly got used to as the project went on. I think I was slightly stuck in previous-gen mode, and excluding lighting information in albedo maps took a bit of getting used to. I've gotten better at it lately, and I've got separate AO maps, like you mention.
Artem Volchik has a good one for high poly - http://www.artemstudios.com/08Portfolio/Tutorial/MaterialRenderingTut.htm Xoliul also covers it in one of these vids too I think: http://cg.tutsplus.com/tutorials/autodesk-3ds-max/creating-a-next-gen-video-game-hot-rod-the-complete-workflow-day-3/
Done with the low poly, it's at ~10k tris now. This scroll would be considered a higher importance prop..I want this to be somewhat next-gen looking, so I don't want to lose much of the detail. Tho I do feel like I'm pushing the polycount a bit still... Any opinions on this?
Concerning material definition: An instructor of mine once told me that you should be able to read a material without a diffuse. For most materials all you need is a good normal map, specular and gloss texture. A nice diffuse then serves as the cherry on top. That's of course with the current gen workflow, not the PBR…
bit late to chip in, love the model overal, great work. The hair is going to be a massive problem though. Why not model the hair last as so kind of dynamic cloth like rig? If it's next gen, we'll want to see that hair flow and billowing in the wind, not just stuck on like a lego man.
It's a very short list right now of Next gen games I am excited about Gears of War Unreal 7 Chrome Hounds Project Offset Mass Effect Elder Scrolls Pretty short list and of even those project offset has me the most excited about the possabilities .